ChunkGenerator: Changed to use cChunkCoords.
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@@ -91,7 +91,7 @@ static void testGenerateOverworld(cChunkGenerator & aDefaultOverworldGen)
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{
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// Generate a chunk:
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cChunkDesc chd({chunkX, 0});
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aDefaultOverworldGen.Generate(chunkX, 0, chd);
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aDefaultOverworldGen.Generate(chd);
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verifyChunkDescHeightmap(chd);
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// Check that it has bedrock at the bottom:
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@@ -155,7 +155,7 @@ static void testGenerateNether(cChunkGenerator & aDefaultNetherGen)
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{
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// Generate a chunk:
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cChunkDesc chd({chunkX, 0});
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aDefaultNetherGen.Generate(chunkX, 0, chd);
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aDefaultNetherGen.Generate(chd);
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verifyChunkDescHeightmap(chd);
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// Check that the biome is Nether everywhere:
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@@ -244,7 +244,7 @@ static void checkChunkChecksums(
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for (const auto & coords: aCoordsWithChecksum)
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{
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cChunkDesc chd(coords.mCoords);
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aGenerator.Generate(coords.mCoords.m_ChunkX, coords.mCoords.m_ChunkZ, chd);
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aGenerator.Generate(chd);
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auto checksum = chunkSHA1(chd);
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TEST_EQUAL_MSG(checksum, coords.mChecksum,
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Printf("%s chunk %s SHA1: expected %s, got %s", aDimension, coords.mCoords.ToString(), coords.mChecksum, checksum)
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