class description and doxy-commenting
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src/Generating
@ -1001,7 +1001,7 @@ void cFinishGenPassiveMobs::GenFinish(cChunkDesc & a_ChunkDesc)
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return;
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}
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// Try spawning a pack center 10 times, should get roughly the same probability
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/** Try spawning a pack center 10 times, should get roughly the same probability */
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for (int Tries = 0; Tries < 10; Tries++)
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{
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int PackCenterX = (m_Noise.IntNoise2DInt(chunkX, chunkZ) / 7) % cChunkDef::Width;
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@ -1030,7 +1030,7 @@ bool cFinishGenPassiveMobs::TrySpawnAnimals(cChunkDesc & a_ChunkDesc, int a_RelX
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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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// 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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if (AnimalToSpawn == mtSquid && BlockAtFeet != E_BLOCK_WATER)
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{
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return false;
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@ -1081,7 +1081,7 @@ eMonsterType cFinishGenPassiveMobs::GetRandomMob(cChunkDesc & a_ChunkDesc)
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int x = (m_Noise.IntNoise2DInt(chunkX, chunkZ) / 7) % cChunkDef::Width;
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int z = (m_Noise.IntNoise2DInt(chunkX, chunkZ) / 7) % cChunkDef::Width;
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// Check biomes first to get a list of animals
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/** Check biomes first to get a list of animals */
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switch (a_ChunkDesc.GetBiome(x, z))
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{
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// No animals
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@ -318,6 +318,9 @@ protected:
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/** This class populates generated chunks with packs of biome-dependant animals
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Animals: cows, sheep, pigs, mooshrooms, squid, horses, wolves, ocelots
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*/
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class cFinishGenPassiveMobs :
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public cFinishGen
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{
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@ -328,9 +331,9 @@ public:
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protected:
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cNoise m_Noise;
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int m_AnimalProbability; // Chance, [0..100], that an animal pack will be generated in a chunk
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int m_AnimalProbability; /** Chance, [0..100], that an animal pack will be generated in a chunk */
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// cFinishGen override:
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/** cFinishGen override: */
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virtual void GenFinish(cChunkDesc & a_ChunkDesc) override;
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/** Tries to spawn a mob in the center of the pack. If successful, spawns 0-5 more. */
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