Decoupled cChunkGenerator from cWorld and cRoot.
Now the chunk generator can be used by other projects without depending on the two hugest structures in MCS.
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@@ -520,7 +520,7 @@ void cFinishGenPreSimulator::StationarizeFluid(
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cFinishGenFluidSprings:
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cFinishGenFluidSprings::cFinishGenFluidSprings(int a_Seed, BLOCKTYPE a_Fluid, cIniFile & a_IniFile, const cWorld & a_World) :
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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_Fluid(a_Fluid)
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@@ -529,7 +529,7 @@ cFinishGenFluidSprings::cFinishGenFluidSprings(int a_Seed, BLOCKTYPE a_Fluid, cI
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AString SectionName = IsWater ? "WaterSprings" : "LavaSprings";
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AString DefaultHeightDistribution;
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int DefaultChance = 0;
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switch (a_World.GetDimension())
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switch (a_Dimension)
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{
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case dimNether:
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{
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