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NetherGen: Now generates SoulSand.

This commit is contained in:
STRWarrior 2014-01-08 15:26:43 +01:00
parent 38d0bdf00a
commit ca8421fe26

View File

@ -589,7 +589,17 @@ void cCompoGenNether::ComposeTerrain(cChunkDesc & a_ChunkDesc)
for (int y = 0; y < SEGMENT_HEIGHT; y++) for (int y = 0; y < SEGMENT_HEIGHT; y++)
{ {
int Val = Lo + (Hi - Lo) * y / SEGMENT_HEIGHT; int Val = Lo + (Hi - Lo) * y / SEGMENT_HEIGHT;
a_ChunkDesc.SetBlockType(x, y + Segment, z, (Val < m_Threshold) ? E_BLOCK_NETHERRACK : E_BLOCK_AIR); NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(BaseX * cChunkDef::Width + x)) / 8;
NOISE_DATATYPE NoiseY = ((NOISE_DATATYPE)(BaseZ * cChunkDef::Width + z)) / 8;
NOISE_DATATYPE CompBlock = m_Noise1.CubicNoise3D(NoiseX, (float) y, NoiseY);
if (CompBlock < -0.5)
{
a_ChunkDesc.SetBlockType(x, y + Segment, z, (Val < m_Threshold) ? E_BLOCK_SOULSAND : E_BLOCK_AIR);
}
else
{
a_ChunkDesc.SetBlockType(x, y + Segment, z, (Val < m_Threshold) ? E_BLOCK_NETHERRACK : E_BLOCK_AIR);
}
} }
} }