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Fixed a few warnings, lifted up the block interactinos limit to 20 (10 was not enough for Creative mode)

git-svn-id: http://mc-server.googlecode.com/svn/trunk@407 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
madmaxoft 2012-03-13 09:28:24 +00:00
parent 12ce4e3a1a
commit d0a606959b
3 changed files with 2 additions and 21 deletions

View File

@ -78,7 +78,7 @@ cNBTTag * cNBTTag::CreateTag(cNBTTag * a_Parent, eTagType a_Type, const AString
case TAG_Compound: return new cNBTCompound (a_Parent, a_Name);
default:
{
ASSERT("Unknown TAG type requested" == NULL);
ASSERT(!"Unknown TAG type requested");
return NULL;
}
}
@ -636,7 +636,6 @@ cNBTTree * cNBTParser::Parse(const char * a_Data, int a_Length)
void DumpTree(const cNBTTree * a_Tree, int a_Level)
{
AString Indent(a_Level, TEXT(' '));
HANDLE hOut = GetStdHandle(STD_OUTPUT_HANDLE);
switch (a_Tree->GetType())
{
CASE_SIMPLE_TAG(Byte, "d")

View File

@ -64,7 +64,7 @@ public:
E_PRIORITY_NORMAL
};
static const int MAXBLOCKCHANGEINTERACTIONS = 10; // 5 didn't help, 10 seems to have done the trick
static const int MAXBLOCKCHANGEINTERACTIONS = 20; // 5 didn't help, 10 still doesn't work in Creative, 20 seems to have done the trick
static const int DEFAULT_VIEW_DISTANCE = 9; // The default ViewDistance (used when no value is set in Settings.ini)
static const int MAX_VIEW_DISTANCE = 10;

View File

@ -180,23 +180,6 @@ static float GetMarbleNoise( float x, float y, float z, cNoise & a_Noise )
static float GetOreNoise( float x, float y, float z, cNoise & a_Noise )
{
float oct1 = a_Noise.CubicNoise3D( x*0.1f, y*0.1f, z*0.1f );
float oct2 = a_Noise.CubicNoise3D( x*0.05f, y*0.5f, z*0.05f );
oct2 *= oct2;
oct1 = (1 - (oct1 * oct1 *100)) * oct2;
//if( oct1 < 0.5f ) oct1 = 0;
//else oct1 = 1.f;
return oct1;
}
unsigned int cWorldGenerator::MakeIndex(int x, int y, int z )
{
ASSERT((x < cChunk::c_ChunkWidth) && (x > -1) && (y < cChunk::c_ChunkHeight) && (y > -1) && (z < cChunk::c_ChunkWidth) && (z > -1));
@ -309,7 +292,6 @@ void cWorldGenerator::GenerateTerrain(int a_ChunkX, int a_ChunkY, int a_ChunkZ,
else if (Top > WATER_LEVEL)
{
// This is the sandy shore, generate cacti here
int index = MakeIndex(x, Top - 1, z);
int TopY = Top - 1;
float val1 = Noise.CubicNoise2D(xx * 0.1f, zz * 0.1f );
float val2 = Noise.CubicNoise2D(xx * 0.01f, zz * 0.01f );