Generator: Rewritten to use SharedPtrs.
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@@ -258,7 +258,7 @@ protected:
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////////////////////////////////////////////////////////////////////////////////
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// cDungeonRoomsFinisher:
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cDungeonRoomsFinisher::cDungeonRoomsFinisher(cTerrainHeightGen & a_HeightGen, int a_Seed, int a_GridSize, int a_MaxSize, int a_MinSize, const AString & a_HeightDistrib) :
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cDungeonRoomsFinisher::cDungeonRoomsFinisher(cTerrainHeightGenPtr a_HeightGen, int a_Seed, int a_GridSize, int a_MaxSize, int a_MinSize, const AString & a_HeightDistrib) :
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super(a_Seed + 100, a_GridSize, a_GridSize, a_GridSize, a_GridSize, a_MaxSize, a_MaxSize, 1024),
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m_HeightGen(a_HeightGen),
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m_MaxHalfSize((a_MaxSize + 1) / 2),
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@@ -294,7 +294,7 @@ cDungeonRoomsFinisher::cStructurePtr cDungeonRoomsFinisher::CreateStructure(int
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int RelX = a_OriginX, RelY = 0, RelZ = a_OriginZ;
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cChunkDef::AbsoluteToRelative(RelX, RelY, RelZ, ChunkX, ChunkZ);
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cChunkDef::HeightMap HeightMap;
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m_HeightGen.GenHeightMap(ChunkX, ChunkZ, HeightMap);
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m_HeightGen->GenHeightMap(ChunkX, ChunkZ, HeightMap);
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int Height = cChunkDef::GetHeight(HeightMap, RelX, RelZ); // Max room height at {a_OriginX, a_OriginZ}
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Height = Clamp(m_HeightProbability.MapValue(rnd % m_HeightProbability.GetSum()), 10, Height - 5);
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