Fix old style casts and implicit conversions
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@@ -62,9 +62,9 @@ void cEndGen::InitializeCompoGen(cIniFile & a_IniFile)
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m_IslandSizeY = a_IniFile.GetValueSetI("Generator", "EndGenIslandSizeY", m_IslandSizeY);
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m_IslandSizeZ = a_IniFile.GetValueSetI("Generator", "EndGenIslandSizeZ", m_IslandSizeZ);
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m_FrequencyX = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "EndGenFrequencyX", m_FrequencyX);
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m_FrequencyY = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "EndGenFrequencyY", m_FrequencyY);
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m_FrequencyZ = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "EndGenFrequencyZ", m_FrequencyZ);
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m_FrequencyX = static_cast<NOISE_DATATYPE>(a_IniFile.GetValueSetF("Generator", "EndGenFrequencyX", m_FrequencyX));
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m_FrequencyY = static_cast<NOISE_DATATYPE>(a_IniFile.GetValueSetF("Generator", "EndGenFrequencyY", m_FrequencyY));
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m_FrequencyZ = static_cast<NOISE_DATATYPE>(a_IniFile.GetValueSetF("Generator", "EndGenFrequencyZ", m_FrequencyZ));
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// Recalculate the min and max chunk coords of the island
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m_MaxChunkX = (m_IslandSizeX + cChunkDef::Width - 1) / cChunkDef::Width;
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@@ -102,28 +102,28 @@ void cEndGen::GenerateNoiseArray(void)
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NOISE_DATATYPE Workspace[DIM_X * DIM_Y * DIM_Z]; // [x + DIM_X * z + DIM_X * DIM_Z * y]
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// Generate the downscaled noise:
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NOISE_DATATYPE StartX = ((NOISE_DATATYPE)(m_LastChunkX * cChunkDef::Width)) / m_FrequencyX;
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NOISE_DATATYPE EndX = ((NOISE_DATATYPE)((m_LastChunkX + 1) * cChunkDef::Width)) / m_FrequencyX;
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NOISE_DATATYPE StartZ = ((NOISE_DATATYPE)(m_LastChunkZ * cChunkDef::Width)) / m_FrequencyZ;
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NOISE_DATATYPE EndZ = ((NOISE_DATATYPE)((m_LastChunkZ + 1) * cChunkDef::Width)) / m_FrequencyZ;
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NOISE_DATATYPE StartX = static_cast<NOISE_DATATYPE>(m_LastChunkX * cChunkDef::Width) / m_FrequencyX;
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NOISE_DATATYPE EndX = static_cast<NOISE_DATATYPE>((m_LastChunkX + 1) * cChunkDef::Width) / m_FrequencyX;
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NOISE_DATATYPE StartZ = static_cast<NOISE_DATATYPE>(m_LastChunkZ * cChunkDef::Width) / m_FrequencyZ;
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NOISE_DATATYPE EndZ = static_cast<NOISE_DATATYPE>((m_LastChunkZ + 1) * cChunkDef::Width) / m_FrequencyZ;
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NOISE_DATATYPE StartY = 0;
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NOISE_DATATYPE EndY = ((NOISE_DATATYPE)257) / m_FrequencyY;
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NOISE_DATATYPE EndY = static_cast<NOISE_DATATYPE>(257) / m_FrequencyY;
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m_Perlin.Generate3D(NoiseData, DIM_X, DIM_Z, DIM_Y, StartX, EndX, StartZ, EndZ, StartY, EndY, Workspace);
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// Add distance:
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int idx = 0;
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for (int y = 0; y < DIM_Y; y++)
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{
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NOISE_DATATYPE ValY = (NOISE_DATATYPE)(2 * INTERPOL_Y * y - m_IslandSizeY) / m_IslandSizeY;
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NOISE_DATATYPE ValY = static_cast<NOISE_DATATYPE>(2 * INTERPOL_Y * y - m_IslandSizeY) / m_IslandSizeY;
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ValY = ValY * ValY;
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for (int z = 0; z < DIM_Z; z++)
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{
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NOISE_DATATYPE ValZ = (NOISE_DATATYPE)(m_LastChunkZ * cChunkDef::Width + (z * cChunkDef::Width / (DIM_Z - 1))) / m_IslandSizeZ;
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NOISE_DATATYPE ValZ = static_cast<NOISE_DATATYPE>(m_LastChunkZ * cChunkDef::Width + (z * cChunkDef::Width / (DIM_Z - 1))) / m_IslandSizeZ;
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ValZ = ValZ * ValZ;
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for (int x = 0; x < DIM_X; x++)
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{
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// NOISE_DATATYPE ValX = StartX + (EndX - StartX) * x / (DIM_X - 1);
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NOISE_DATATYPE ValX = (NOISE_DATATYPE)(m_LastChunkX * cChunkDef::Width + (x * cChunkDef::Width / (DIM_X - 1))) / m_IslandSizeX;
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NOISE_DATATYPE ValX = static_cast<NOISE_DATATYPE>(m_LastChunkX * cChunkDef::Width + (x * cChunkDef::Width / (DIM_X - 1))) / m_IslandSizeX;
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ValX = ValX * ValX;
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NoiseData[idx++] += ValX + ValZ + ValY;
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} // for x
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@@ -164,7 +164,7 @@ void cEndGen::GenShape(int a_ChunkX, int a_ChunkZ, cChunkDesc::Shape & a_Shape)
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PrepareState(a_ChunkX, a_ChunkZ);
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int MaxY = std::min((int)(1.75 * m_IslandSizeY + 1), cChunkDef::Height - 1);
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int MaxY = std::min(static_cast<int>(1.75 * m_IslandSizeY + 1), cChunkDef::Height - 1);
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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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