Tweaks to NetherClumpFoliage
Simplefied the way NetherClupFoliage creates the X and Z coordinate.
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@ -45,42 +45,14 @@ static inline bool IsWater(BLOCKTYPE a_BlockType)
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void cFinishGenNetherClumpFoliage::GenFinish(cChunkDesc & a_ChunkDesc)
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void cFinishGenNetherClumpFoliage::GenFinish(cChunkDesc & a_ChunkDesc)
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{
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{
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double ChunkX = a_ChunkDesc.GetChunkX() + 0.1; // We can't devide through 0 so lets add 0.1 to all the chunk coordinates.
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int ChunkX = a_ChunkDesc.GetChunkX();
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double ChunkZ = a_ChunkDesc.GetChunkZ() + 0.1;
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int ChunkZ = a_ChunkDesc.GetChunkZ();
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NOISE_DATATYPE Val1 = m_Noise.IntNoise2D((int) (ChunkX * ChunkZ * 0.01f), (int) (ChunkZ / ChunkX * 0.01f));
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int Val1 = m_Noise.IntNoise2DInt(ChunkX ^ ChunkZ, ChunkZ + ChunkX);
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NOISE_DATATYPE Val2 = m_Noise.IntNoise2D((int) (ChunkX / ChunkZ / 0.01f), (int) (ChunkZ * ChunkX / 0.01f));
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int Val2 = m_Noise.IntNoise2DInt(ChunkZ ^ ChunkX, ChunkZ - ChunkX);
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if (Val1 < 0)
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int PosX = Val1 % 16;
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{
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int PosZ = Val2 % 16;
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Val1 = -Val1;
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}
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if (Val2 < 0)
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{
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Val2 = -Val2;
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}
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int PosX, PosZ;
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// Calculate PosX
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if (Val1 <= 1)
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{
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PosX = (int) floor(Val1 * 16);
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}
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else
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{
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PosX = (int) floor(16 / Val1);
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}
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// Calculate PosZ
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if (Val2 <= 1)
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{
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PosZ = (int) floor(Val2 * 16);
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}
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else
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{
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PosZ = (int) floor(16 / Val2);
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}
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for (int y = 1; y < cChunkDef::Height; y++)
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for (int y = 1; y < cChunkDef::Height; y++)
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{
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{
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