It now actualy works.
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@ -47,45 +47,63 @@ void cFinishGenNetherSprinkleFoliage::GenFinish(cChunkDesc & a_ChunkDesc)
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double ChunkX = a_ChunkDesc.GetChunkX() + 0.1; // We can't devide through 0 so lets add 0.1 to all the chunk coordinates.
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double ChunkZ = a_ChunkDesc.GetChunkZ() + 0.1;
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NOISE_DATATYPE Val = m_Noise.CubicNoise2D((float) ChunkX, (float) ChunkZ);
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int Pos;
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if (Val <= 0)
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NOISE_DATATYPE Val1 = m_Noise.CubicNoise2D((float) (ChunkX * ChunkZ * 0.01f), (float) (ChunkZ / ChunkX * 0.01f));
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NOISE_DATATYPE Val2 = m_Noise.CubicNoise2D((float) (ChunkX / ChunkZ / 0.01f), (float) (ChunkZ * ChunkX / 0.01f));
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if (Val1 < 0)
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{
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Pos = (int) (Val + 1) * 16;
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Val1 = -Val1;
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}
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else if (Val <= 1)
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if (Val2 < 0)
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{
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Pos = (int) Val * 16;
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Val2 = -Val2;
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}
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int PosX, PosZ;
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// Calculate PosX
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if (Val1 <= 1)
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{
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PosX = (int) floor(Val1 * 16);
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}
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else
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{
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Pos = (int) 16 / Val;
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PosX = (int) floor(16 / Val1);
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}
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// Calculate PosZ
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if (Val2 <= 1)
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{
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PosZ = (int) floor(Val2 * 16);
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}
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else
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{
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PosZ = (int) floor(16 / Val2);
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}
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for (int y = 1; y < cChunkDef::Height; y++)
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{
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if (a_ChunkDesc.GetBlockType(Pos, y, Pos) != E_BLOCK_AIR)
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if (a_ChunkDesc.GetBlockType(PosX, y, PosZ) != E_BLOCK_AIR)
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{
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continue;
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}
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if (!g_BlockIsSolid[a_ChunkDesc.GetBlockType(Pos, y - 1, Pos)]) // Only place on solid blocks
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if (!g_BlockIsSolid[a_ChunkDesc.GetBlockType(PosX, y - 1, PosZ)]) // Only place on solid blocks
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{
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continue;
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}
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NOISE_DATATYPE BlockType = m_Noise.CubicNoise2D(ChunkX / ChunkZ, y * 0.01f);
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if (BlockType > 0.08)
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NOISE_DATATYPE BlockType = m_Noise.CubicNoise1D((float) (ChunkX * ChunkZ) / (y * 0.1f));
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if (BlockType < 0.10)
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{
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TryPlaceClumb(a_ChunkDesc, Pos, y, Pos, E_BLOCK_BROWN_MUSHROOM);
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TryPlaceClumb(a_ChunkDesc, PosX, y, PosZ, E_BLOCK_BROWN_MUSHROOM);
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}
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else if (BlockType > -0.18)
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else if (BlockType < -0.09)
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{
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TryPlaceClumb(a_ChunkDesc, Pos, y, Pos, E_BLOCK_RED_MUSHROOM);
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TryPlaceClumb(a_ChunkDesc, PosX, y, PosZ, E_BLOCK_RED_MUSHROOM);
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}
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else if (BlockType > -0.28)
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else if (BlockType < -0.08)
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{
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TryPlaceClumb(a_ChunkDesc, Pos, y, Pos, E_BLOCK_FIRE);
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TryPlaceClumb(a_ChunkDesc, PosX, y, PosZ, E_BLOCK_FIRE);
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}
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}
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}
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@ -100,7 +118,7 @@ void cFinishGenNetherSprinkleFoliage::TryPlaceClumb(cChunkDesc & a_ChunkDesc, in
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for (int x = a_RelX - 4; x < a_RelX + 4; x++)
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{
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float xx = (float) a_ChunkDesc.GetChunkX() * cChunkDef::Width + x;
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for (int z = a_RelZ - 4; x < a_RelX + 4; x++)
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for (int z = a_RelZ - 4; z < a_RelZ + 4; z++)
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{
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float zz = (float) a_ChunkDesc.GetChunkZ() * cChunkDef::Width + z;
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for (int y = a_RelY - 2; y < a_RelY + 2; y++)
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@ -114,16 +132,20 @@ void cFinishGenNetherSprinkleFoliage::TryPlaceClumb(cChunkDesc & a_ChunkDesc, in
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continue;
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}
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NOISE_DATATYPE Val = m_Noise.CubicNoise1D(xx * zz * 0.1f / y);
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if (Val > 1)
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NOISE_DATATYPE Val = m_Noise.CubicNoise2D(xx, zz);
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if (Val < -0.70)
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{
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a_ChunkDesc.SetBlockType(x, y, z, a_Block);
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a_ChunkDesc.SetBlockType(x, y, z, a_Block);
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}
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}
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}
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cFinishGenSprinkleFoliage:
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