More style checking.
Spaces around some operators are checked.
This commit is contained in:
@@ -237,7 +237,7 @@ bool cCaveTunnel::RefineDefPoints(const cCaveDefPoints & a_Src, cCaveDefPoints &
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return true;
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}
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// Smoothing: for each line segment, add points on its 1/4 lengths
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// Smoothing: for each line segment, add points on its 1 / 4 lengths
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bool res = false;
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size_t Num = a_Src.size() - 2; // this many intermediary points
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a_Dst.clear();
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@@ -488,7 +488,7 @@ void cCaveTunnel::ProcessChunk(
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continue;
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}
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// Carve out a sphere around the xyz point, m_Radius in diameter; skip 3/7 off the top and bottom:
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// Carve out a sphere around the xyz point, m_Radius in diameter; skip 3 / 7 off the top and bottom:
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int DifX = itr->m_BlockX - BlockStartX; // substitution for faster calc
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int DifY = itr->m_BlockY;
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int DifZ = itr->m_BlockZ - BlockStartZ; // substitution for faster calc
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@@ -209,7 +209,7 @@ void cChunkGenerator::Execute(void)
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{
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if ((NumChunksGenerated > 16) && (clock() - LastReportTick > CLOCKS_PER_SEC))
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{
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LOG("Chunk generator performance: %.2f ch/s (%d ch total)",
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LOG("Chunk generator performance: %.2f ch / sec (%d ch total)",
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(double)NumChunksGenerated * CLOCKS_PER_SEC/ (clock() - GenerationStart),
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NumChunksGenerated
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);
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@@ -241,7 +241,7 @@ void cChunkGenerator::Execute(void)
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// Display perf info once in a while:
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if ((NumChunksGenerated > 16) && (clock() - LastReportTick > 2 * CLOCKS_PER_SEC))
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{
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LOG("Chunk generator performance: %.2f ch/s (%d ch total)",
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LOG("Chunk generator performance: %.2f ch / sec (%d ch total)",
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(double)NumChunksGenerated * CLOCKS_PER_SEC / (clock() - GenerationStart),
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NumChunksGenerated
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);
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@@ -195,7 +195,7 @@ void cFinishGenGlowStone::GenFinish(cChunkDesc & a_ChunkDesc)
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// The maximum size for a string of glowstone can get 3 - 5 blocks long
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int Size = 3 + m_Noise.IntNoise3DInt(ChunkX, i, ChunkZ) % 3;
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// Generate X/Z coordinates.
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// Generate X / Z coordinates.
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int X = Size + (m_Noise.IntNoise2DInt(i, Size) % (cChunkDef::Width - Size * 2));
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int Z = Size + (m_Noise.IntNoise2DInt(X, i) % (cChunkDef::Width - Size * 2));
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@@ -667,7 +667,7 @@ public:
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virtual void GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap)
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{
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// Generate the biomes for the 3*3 neighbors:
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// Generate the biomes for the 3 * 3 neighbors:
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cChunkDef::BiomeMap neighborBiomes[3][3];
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for (int z = 0; z < 3; z++) for (int x = 0; x < 3; x++)
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{
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@@ -5,7 +5,7 @@
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/*
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The integers generated may be interpreted in several ways:
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- land/see designators
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- land / sea designators
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- 0 = ocean
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- >0 = land
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- biome group
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@@ -310,7 +310,7 @@ public:
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}
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}
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// Copy from Cache into a_Values; take into account the even/odd offsets in a_Min:
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// Copy from Cache into a_Values; take into account the even / odd offsets in a_Min:
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for (int z = 0; z < SizeZ; ++z)
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{
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memcpy(a_Values + z * SizeX, cache + (z + (a_MinZ & 1)) * lowStepX + (a_MinX & 1), SizeX * sizeof(int));
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@@ -680,7 +680,7 @@ void cBiomalNoise3DComposable::GenerateNoiseArrayIfNeeded(int a_ChunkX, int a_Ch
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void cBiomalNoise3DComposable::CalcBiomeParamArrays(int a_ChunkX, int a_ChunkZ, ChunkParam & a_HeightAmp, ChunkParam & a_MidPoint)
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{
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// Generate the 3*3 chunks of biomes around this chunk:
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// Generate the 3 * 3 chunks of biomes around this chunk:
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cChunkDef::BiomeMap neighborBiomes[3 * 3];
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for (int z = 0; z < 3; z++)
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{
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@@ -229,7 +229,7 @@ public:
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}
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}
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// Copy from Cache into a_Values; take into account the even/odd offsets in a_Min:
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// Copy from Cache into a_Values; take into account the even / odd offsets in a_Min:
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for (int z = 0; z < a_SizeZ; ++z)
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{
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memcpy(a_Values + z * a_SizeX, cache + (z + (a_MinZ & 1)) * lowStepX + (a_MinX & 1), a_SizeX * sizeof(int));
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@@ -61,7 +61,7 @@ protected:
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/** The noise used as a pseudo-random generator */
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cNoise m_Noise;
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/** Maximum size, in X/Z blocks, of the village (radius from the origin) */
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/** Maximum size, in X / Z blocks, of the village (radius from the origin) */
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int m_MaxSize;
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/** Borders of the vilalge - no item may reach out of this cuboid. */
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@@ -34,7 +34,7 @@ protected:
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/** Maximum depth of the generator tree*/
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int m_MaxDepth;
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/** Maximum size, in X/Z blocks, of the base (radius from the origin) */
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/** Maximum size, in X / Z blocks, of the structure (radius from the origin) */
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int m_MaxSize;
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@@ -124,7 +124,7 @@ cStructGenRavines::cRavine::cRavine(int a_GridX, int a_GridZ, int a_OriginX, int
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void cStructGenRavines::cRavine::GenerateBaseDefPoints(int a_BlockX, int a_BlockZ, int a_Size, cNoise & a_Noise)
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{
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// Modify the size slightly to have different-sized ravines (1/2 to 1/1 of a_Size):
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// Modify the size slightly to have different-sized ravines (1 / 2 to 1 / 1 of a_Size):
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a_Size = (512 + ((a_Noise.IntNoise3DInt(19 * a_BlockX, 11 * a_BlockZ, a_BlockX + a_BlockZ) / 17) % 512)) * a_Size / 1024;
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// The complete offset of the ravine from its cellpoint, up to 2 * a_Size in each direction
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@@ -177,7 +177,7 @@ void cStructGenRavines::cRavine::RefineDefPoints(const cRavDefPoints & a_Src, cR
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return;
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}
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// Smoothing: for each line segment, add points on its 1/4 lengths
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// Smoothing: for each line segment, add points on its 1 / 4 lengths
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size_t Num = a_Src.size() - 2; // this many intermediary points
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a_Dst.clear();
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a_Dst.reserve(Num * 2 + 2);
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@@ -311,7 +311,7 @@ void cStructGenOreNests::GenerateOre(int a_ChunkX, int a_ChunkZ, BLOCKTYPE a_Ore
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rnd /= cChunkDef::Width;
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int BaseY = rnd % a_MaxHeight;
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rnd /= a_MaxHeight;
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int NestSize = a_NestSize + (rnd % (a_NestSize / 4)); // The actual nest size may be up to 1/4 larger
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int NestSize = a_NestSize + (rnd % (a_NestSize / 4)); // The actual nest size may be up to 1 / 4 larger
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int Num = 0;
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while (Num < NestSize)
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{
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@@ -61,7 +61,7 @@ protected:
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/** The noise used as a pseudo-random generator */
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cNoise m_Noise;
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/** Maximum size, in X/Z blocks, of the structure (radius from the origin) */
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/** Maximum size, in X / Z blocks, of the structure (radius from the origin) */
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int m_MaxSize;
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/** Borders of the structure - no item may reach out of this cuboid. */
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@@ -31,10 +31,10 @@ protected:
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/** The noise used for generating random numbers */
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cNoise m_Noise;
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/** Maximum depth of the generator tree*/
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/** Maximum depth of the generator tree */
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int m_MaxDepth;
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/** Maximum size, in X/Z blocks, of the base (radius from the origin) */
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/** Maximum size, in X / Z blocks, of the structure (radius from the origin) */
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int m_MaxSize;
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@@ -499,7 +499,7 @@ void GetBirchTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Nois
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PushCornerBlocks(a_BlockX, h, a_BlockZ, a_Seq, a_Noise, 0x5fffffff, a_OtherBlocks, 1, E_BLOCK_LEAVES, E_META_LEAVES_BIRCH);
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h--;
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// Third and fourth layers - BigO2 and maybe 2*Corners:
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// Third and fourth layers - BigO2 and maybe 2 * Corners:
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for (int Row = 0; Row < 2; Row++)
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{
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PushCoordBlocks (a_BlockX, h, a_BlockZ, a_OtherBlocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_LEAVES, E_META_LEAVES_BIRCH);
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@@ -673,7 +673,7 @@ void GetTallBirchTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_
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PushCornerBlocks(a_BlockX, h, a_BlockZ, a_Seq, a_Noise, 0x5fffffff, a_OtherBlocks, 1, E_BLOCK_LEAVES, E_META_LEAVES_BIRCH);
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h--;
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// Third and fourth layers - BigO2 and maybe 2*Corners:
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// Third and fourth layers - BigO2 and maybe 2 * Corners:
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for (int Row = 0; Row < 2; Row++)
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{
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PushCoordBlocks (a_BlockX, h, a_BlockZ, a_OtherBlocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_LEAVES, E_META_LEAVES_BIRCH);
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@@ -61,7 +61,7 @@ protected:
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/** The noise used as a pseudo-random generator */
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cNoise m_Noise;
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/** Maximum size, in X/Z blocks, of the village (radius from the origin) */
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/** Maximum size, in X / Z blocks, of the base (radius from the origin) */
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int m_MaxSize;
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/** Borders of the vilalge - no item may reach out of this cuboid. */
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@@ -34,7 +34,7 @@ protected:
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/** Maximum depth of the generator tree*/
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int m_MaxDepth;
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/** Maximum size, in X/Z blocks, of the base (radius from the origin) */
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/** Maximum size, in X / Z blocks, of the structure (radius from the origin) */
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int m_MaxSize;
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/** The underlying biome generator that defines whether the base is created or not */
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@@ -162,7 +162,7 @@ protected:
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/** The noise used as a pseudo-random generator */
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cNoise m_Noise;
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/** Maximum size, in X/Z blocks, of the village (radius from the origin) */
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/** Maximum size, in X / Z blocks, of the village (radius from the origin) */
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int m_MaxSize;
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/** The density for this village. Used to refrain from populating all house connectors. Range [0, 100] */
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@@ -32,7 +32,7 @@ protected:
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/** Maximum depth of the generator tree*/
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int m_MaxDepth;
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/** Maximum size, in X/Z blocks, of the village (radius from the origin) */
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/** Maximum size, in X / Z blocks, of the village (radius from the origin) */
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int m_MaxSize;
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/** Minimum density - percentage of allowed house connections. Range [0, 100] */
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