Bulk clearing of whitespace
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@@ -186,7 +186,7 @@ void cFinishGenGlowStone::GenFinish(cChunkDesc & a_ChunkDesc)
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{
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int ChunkX = a_ChunkDesc.GetChunkX();
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int ChunkZ = a_ChunkDesc.GetChunkZ();
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// Change the number of attempts to create a vein depending on the maximum height of the chunk. A standard Nether could have 5 veins at most.
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int NumGlowStone = m_Noise.IntNoise2DInt(ChunkX, ChunkZ) % a_ChunkDesc.GetMaxHeight() / 23;
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@@ -198,7 +198,7 @@ void cFinishGenGlowStone::GenFinish(cChunkDesc & a_ChunkDesc)
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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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int Height = a_ChunkDesc.GetHeight(X, Z);
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for (int y = Height; y > Size; y--)
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{
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@@ -234,14 +234,14 @@ void cFinishGenGlowStone::TryPlaceGlowstone(cChunkDesc & a_ChunkDesc, int a_RelX
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{
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// The starting point of every glowstone string
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Vector3i StartPoint = Vector3i(a_RelX, a_RelY, a_RelZ);
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// Array with possible directions for a string of glowstone to go to.
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const Vector3i AvailableDirections[] =
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{
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{ -1, 0, 0 }, { 1, 0, 0 },
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{ 0, -1, 0 }, // Don't let the glowstone go up
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{ 0, 0, -1 }, { 0, 0, 1 },
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// Diagonal direction. Only X or Z with Y.
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// If all were changed the glowstone string looks awkward
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{ 0, -1, 1 }, { 1, -1, 0 },
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