Noise3D: Re-fixed composition, finally no fake-tree remnants
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1423 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@ -472,6 +472,8 @@ void cNoise3DComposable::ComposeTerrain(cChunkDesc & a_ChunkDesc)
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{
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GenerateNoiseArrayIfNeeded(a_ChunkDesc.GetChunkX(), a_ChunkDesc.GetChunkZ());
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GenerateNoiseArrayIfNeeded(a_ChunkDesc.GetChunkX(), a_ChunkDesc.GetChunkZ());
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a_ChunkDesc.FillBlocks(E_BLOCK_AIR, 0);
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// Make basic terrain composition:
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// Make basic terrain composition:
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for (int z = 0; z < cChunkDef::Width; z++)
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for (int z = 0; z < cChunkDef::Width; z++)
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{
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@ -479,9 +481,9 @@ void cNoise3DComposable::ComposeTerrain(cChunkDesc & a_ChunkDesc)
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int LastAir = a_ChunkDesc.GetHeight(x, z) + 1;
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int LastAir = a_ChunkDesc.GetHeight(x, z) + 1;
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bool HasHadWater = false;
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bool HasHadWater = false;
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for (int y = LastAir; y < cChunkDef::Height; y++)
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for (int y = LastAir; y < m_SeaLevel; y++)
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{
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a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_AIR);
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a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_STATIONARY_WATER);
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}
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}
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for (int y = LastAir - 1; y > 0; y--)
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for (int y = LastAir - 1; y > 0; y--)
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{
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{
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