1
0

Use cChunkDef::Height for Y coord comparison where applicable.

This commit is contained in:
Moritz Borcherding
2016-09-18 21:43:30 +02:00
committed by Mattes D
parent a893c53d46
commit b268db4caa
7 changed files with 10 additions and 10 deletions

View File

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