Use cChunkDef::Height for Y coord comparison where applicable.
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Mattes D
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a893c53d46
commit
b268db4caa
@@ -517,7 +517,7 @@ void cFinishGenTallGrass::GenFinish(cChunkDesc & a_ChunkDesc)
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// Get the top block + 1. This is the place where the grass would finaly be placed:
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int y = a_ChunkDesc.GetHeight(x, z) + 1;
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if (y >= 255)
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if (y >= cChunkDef::Height - 1)
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{
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continue;
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}
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@@ -1221,7 +1221,7 @@ void cFinishGenPreSimulator::StationarizeFluid(
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cFinishGenFluidSprings::cFinishGenFluidSprings(int a_Seed, BLOCKTYPE a_Fluid, cIniFile & a_IniFile, eDimension a_Dimension) :
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m_Noise(a_Seed + a_Fluid * 100), // Need to take fluid into account, otherwise water and lava springs generate next to each other
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m_HeightDistribution(255),
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m_HeightDistribution(cChunkDef::Height - 1),
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m_Fluid(a_Fluid)
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{
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bool IsWater = (a_Fluid == E_BLOCK_WATER);
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