animal terrain finisher
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9831220a1c
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@ -962,7 +962,7 @@ cFinishGenPassiveMobs::cFinishGenPassiveMobs(int a_Seed, cIniFile & a_IniFile, e
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break;
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break;
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}
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}
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case dimNether:
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case dimNether:
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case dimEnd: // No nether or end animals (currently)
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case dimEnd:// No nether or end animals (currently)
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{
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{
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DefaultAnimalSpawnChunkPercentage = DEF_NO_ANIMALS;
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DefaultAnimalSpawnChunkPercentage = DEF_NO_ANIMALS;
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break;
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break;
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@ -972,7 +972,7 @@ cFinishGenPassiveMobs::cFinishGenPassiveMobs(int a_Seed, cIniFile & a_IniFile, e
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ASSERT(!"Unhandled world dimension");
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ASSERT(!"Unhandled world dimension");
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break;
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break;
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}
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}
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} // switch (dimension)
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}// switch (dimension)
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m_AnimalProbability = a_IniFile.GetValueSetI(SectionName, "AnimalSpawnChunkPercentage", DefaultAnimalSpawnChunkPercentage);
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m_AnimalProbability = a_IniFile.GetValueSetI(SectionName, "AnimalSpawnChunkPercentage", DefaultAnimalSpawnChunkPercentage);
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if (m_AnimalProbability < 0 || m_AnimalProbability > 100)
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if (m_AnimalProbability < 0 || m_AnimalProbability > 100)
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{
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{
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@ -1015,8 +1015,8 @@ void cFinishGenPassiveMobs::GenFinish(cChunkDesc & a_ChunkDesc)
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return;
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return;
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} // if pack center spawn successful
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}// if pack center spawn successful
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} // for tries
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}// for tries
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}
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}
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@ -1026,7 +1026,7 @@ void cFinishGenPassiveMobs::GenFinish(cChunkDesc & a_ChunkDesc)
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bool cFinishGenPassiveMobs::TrySpawnAnimals(cChunkDesc & a_ChunkDesc, int a_RelX, int a_RelY, int a_RelZ, eMonsterType AnimalToSpawn)
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bool cFinishGenPassiveMobs::TrySpawnAnimals(cChunkDesc & a_ChunkDesc, int a_RelX, int a_RelY, int a_RelZ, eMonsterType AnimalToSpawn)
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{
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{
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BLOCKTYPE BlockAtHead = a_ChunkDesc.GetBlockType(a_RelX, a_RelY + 1, a_RelZ);
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BLOCKTYPE BlockAtHead = a_ChunkDesc.GetBlockType(a_RelX, a_RelY + 1, a_RelZ);
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BLOCKTYPE BlockAtFeet = a_ChunkDesc.GetBlockType(a_RelX, a_RelY , a_RelZ);
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BLOCKTYPE BlockAtFeet = a_ChunkDesc.GetBlockType(a_RelX, a_RelY, a_RelZ);
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BLOCKTYPE BlockUnderFeet = a_ChunkDesc.GetBlockType(a_RelX, a_RelY - 1, a_RelZ);
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BLOCKTYPE BlockUnderFeet = a_ChunkDesc.GetBlockType(a_RelX, a_RelY - 1, a_RelZ);
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// Check block below (opaque, grass, water), and above (air)
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// Check block below (opaque, grass, water), and above (air)
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