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
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@ -78,7 +78,7 @@ cNBTTag * cNBTTag::CreateTag(cNBTTag * a_Parent, eTagType a_Type, const AString
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case TAG_Compound: return new cNBTCompound (a_Parent, a_Name);
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default:
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{
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ASSERT("Unknown TAG type requested" == NULL);
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ASSERT(!"Unknown TAG type requested");
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return NULL;
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}
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}
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@ -636,7 +636,6 @@ cNBTTree * cNBTParser::Parse(const char * a_Data, int a_Length)
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void DumpTree(const cNBTTree * a_Tree, int a_Level)
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{
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AString Indent(a_Level, TEXT(' '));
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HANDLE hOut = GetStdHandle(STD_OUTPUT_HANDLE);
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switch (a_Tree->GetType())
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{
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CASE_SIMPLE_TAG(Byte, "d")
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@ -64,7 +64,7 @@ public:
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E_PRIORITY_NORMAL
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};
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static const int MAXBLOCKCHANGEINTERACTIONS = 10; // 5 didn't help, 10 seems to have done the trick
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static const int MAXBLOCKCHANGEINTERACTIONS = 20; // 5 didn't help, 10 still doesn't work in Creative, 20 seems to have done the trick
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static const int DEFAULT_VIEW_DISTANCE = 9; // The default ViewDistance (used when no value is set in Settings.ini)
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static const int MAX_VIEW_DISTANCE = 10;
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@ -180,23 +180,6 @@ static float GetMarbleNoise( float x, float y, float z, cNoise & a_Noise )
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static float GetOreNoise( float x, float y, float z, cNoise & a_Noise )
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{
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float oct1 = a_Noise.CubicNoise3D( x*0.1f, y*0.1f, z*0.1f );
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float oct2 = a_Noise.CubicNoise3D( x*0.05f, y*0.5f, z*0.05f );
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oct2 *= oct2;
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oct1 = (1 - (oct1 * oct1 *100)) * oct2;
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//if( oct1 < 0.5f ) oct1 = 0;
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//else oct1 = 1.f;
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return oct1;
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}
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unsigned int cWorldGenerator::MakeIndex(int x, int y, int z )
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{
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ASSERT((x < cChunk::c_ChunkWidth) && (x > -1) && (y < cChunk::c_ChunkHeight) && (y > -1) && (z < cChunk::c_ChunkWidth) && (z > -1));
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@ -309,7 +292,6 @@ void cWorldGenerator::GenerateTerrain(int a_ChunkX, int a_ChunkY, int a_ChunkZ,
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else if (Top > WATER_LEVEL)
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{
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// This is the sandy shore, generate cacti here
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int index = MakeIndex(x, Top - 1, z);
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int TopY = Top - 1;
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float val1 = Noise.CubicNoise2D(xx * 0.1f, zz * 0.1f );
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float val2 = Noise.CubicNoise2D(xx * 0.01f, zz * 0.01f );
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