Separated chunk generator from world / plugin interfaces.
The generator now only takes care of servicing synchronous "GetChunk(X, Y)" and "GetBiomes(X, Y)" requests.
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@@ -19,7 +19,7 @@ void cStructGenTrees::GenFinish(cChunkDesc & a_ChunkDesc)
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int ChunkX = a_ChunkDesc.GetChunkX();
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int ChunkZ = a_ChunkDesc.GetChunkZ();
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cChunkDesc WorkerDesc(ChunkX, ChunkZ);
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cChunkDesc WorkerDesc({ChunkX, ChunkZ});
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// Generate trees:
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for (int x = 0; x <= 2; x++)
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@@ -34,7 +34,7 @@ void cStructGenTrees::GenFinish(cChunkDesc & a_ChunkDesc)
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if ((x != 1) || (z != 1))
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{
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Dest = &WorkerDesc;
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WorkerDesc.SetChunkCoords(BaseX, BaseZ);
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WorkerDesc.SetChunkCoords({BaseX, BaseZ});
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// TODO: This may cause a lot of wasted calculations, instead of pulling data out of a single (cChunkDesc) cache
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