Ice finisher generator; fixed snow on water.
git-svn-id: http://mc-server.googlecode.com/svn/trunk@515 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@ -247,6 +247,7 @@ public:
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g_BlockIsSnowable[E_BLOCK_FIRE] = false;
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g_BlockIsSnowable[E_BLOCK_GLASS] = false;
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g_BlockIsSnowable[E_BLOCK_ICE] = false;
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g_BlockIsSnowable[E_BLOCK_LAVA] = false;
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g_BlockIsSnowable[E_BLOCK_LOCKED_CHEST] = false;
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g_BlockIsSnowable[E_BLOCK_REDSTONE_REPEATER_OFF] = false;
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g_BlockIsSnowable[E_BLOCK_REDSTONE_REPEATER_ON] = false;
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@ -259,10 +260,13 @@ public:
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g_BlockIsSnowable[E_BLOCK_SAPLING] = false;
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g_BlockIsSnowable[E_BLOCK_SIGN_POST] = false;
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g_BlockIsSnowable[E_BLOCK_SNOW] = false;
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g_BlockIsSnowable[E_BLOCK_STATIONARY_LAVA] = false;
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g_BlockIsSnowable[E_BLOCK_STATIONARY_WATER] = false;
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g_BlockIsSnowable[E_BLOCK_TALL_GRASS] = false;
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g_BlockIsSnowable[E_BLOCK_TNT] = false;
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g_BlockIsSnowable[E_BLOCK_TORCH] = false;
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g_BlockIsSnowable[E_BLOCK_WALLSIGN] = false;
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g_BlockIsSnowable[E_BLOCK_WATER] = false;
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g_BlockIsSnowable[E_BLOCK_YELLOW_FLOWER] = false;
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}
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} BlockPropertiesInitializer;
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@ -170,7 +170,35 @@ void cFinishGenIce::GenFinish(
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cBlockEntityList & a_BlockEntities // Block entities may be added or deleted
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)
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{
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// TODO: Turn surface water into ice in icy biomes
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// Turn surface water into ice in icy biomes
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for (int z = 0; z < cChunkDef::Width; z++)
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{
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for (int x = 0; x < cChunkDef::Width; x++)
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{
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switch (cChunkDef::GetBiome(a_BiomeMap, x, z))
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{
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case biIcePlains:
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case biIceMountains:
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case biTaiga:
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case biTaigaHills:
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case biFrozenRiver:
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case biFrozenOcean:
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{
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int Height = cChunkDef::GetHeight(a_HeightMap, x, z);
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switch (cChunkDef::GetBlock(a_BlockTypes, x, Height, z))
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{
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case E_BLOCK_WATER:
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case E_BLOCK_STATIONARY_WATER:
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{
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cChunkDef::SetBlock(a_BlockTypes, x, Height, z, E_BLOCK_ICE);
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break;
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}
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}
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break;
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}
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}
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}
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} // for z
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}
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