Added cFinishGenNetherSprinkleFoliage.
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@@ -39,6 +39,51 @@ static inline bool IsWater(BLOCKTYPE a_BlockType)
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cFinishGenNetherSprinkleFoliage:
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void cFinishGenNetherSprinkleFoliage::GenFinish(cChunkDesc & a_ChunkDesc)
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{
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double ChunkX = a_ChunkDesc.GetChunkX() + 0.5; // We can't devide through 0 so lets add 0.5 to all the chunk coordinates.
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double ChunkZ = a_ChunkDesc.GetChunkZ() + 0.5;
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for (int z = 0; z < cChunkDef::Width; z++)
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{
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for (int x = 0; x < cChunkDef::Width; x++)
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{
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for (int y = 1; y < cChunkDef::Height; y++)
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{
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if (!g_BlockIsSolid[a_ChunkDesc.GetBlockType(x, y - 1, z)]) // Only place on solid blocks
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{
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continue;
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}
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if (a_ChunkDesc.GetBlockType(x, y, z) != E_BLOCK_AIR)
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{
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continue;
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}
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NOISE_DATATYPE Val = m_Noise.CubicNoise1D((float) ((ChunkX * x) * (ChunkZ * z) * y));
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if (Val < -0.98)
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{
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a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_BROWN_MUSHROOM);
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}
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else if (Val < -0.96)
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{
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a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_RED_MUSHROOM);
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}
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else if (Val < -0.94)
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{
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a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_FIRE);
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}
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}
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}
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cFinishGenSprinkleFoliage:
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