Fixed style
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@ -239,7 +239,7 @@ void cFinishGenGlowStone::TryPlaceGlowstone(cChunkDesc & a_ChunkDesc, int a_RelX
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const Vector3i AvailableDirections[] =
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const Vector3i AvailableDirections[] =
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{
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{
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{ -1, 0, 0 }, { 1, 0, 0 },
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{ -1, 0, 0 }, { 1, 0, 0 },
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{ 0, -1, 0 }, // Don't let the glowstone go up
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{ 0, -1, 0 }, // Don't let the glowstone go up
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{ 0, 0, -1 }, { 0, 0, 1 },
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{ 0, 0, -1 }, { 0, 0, 1 },
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// Diagonal direction. Only X or Z with Y.
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// Diagonal direction. Only X or Z with Y.
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@ -261,7 +261,7 @@ void cFinishGenGlowStone::TryPlaceGlowstone(cChunkDesc & a_ChunkDesc, int a_RelX
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for (int j = 0; j < a_Size; j++)
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for (int j = 0; j < a_Size; j++)
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{
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{
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Vector3i Direction = AvailableDirections[m_Noise.IntNoise3DInt(CurrentPos.x, CurrentPos.y * i, CurrentPos.z) % ARRAYCOUNT(AvailableDirections)];
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Vector3i Direction = AvailableDirections[m_Noise.IntNoise3DInt(CurrentPos.x, CurrentPos.y * i, CurrentPos.z) % ARRAYCOUNT(AvailableDirections)];
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int Attempts = 2; // multiply by 1 would make no difference, so multiply by 2 instead
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int Attempts = 2; // multiply by 1 would make no difference, so multiply by 2 instead
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while (Direction.Equals(PreviousDirection))
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while (Direction.Equals(PreviousDirection))
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{
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{
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