AnvilStats: Added new biome colors.
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@ -5,38 +5,7 @@
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#include "Globals.h"
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#include "BiomeMap.h"
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static const int g_BiomePalette[] =
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{
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// ARGB:
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0xff0000ff, /* Ocean */
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0xff00cf3f, /* Plains */
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0xffffff00, /* Desert */
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0xff7f7f7f, /* Extreme Hills */
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0xff00cf00, /* Forest */
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0xff007f3f, /* Taiga */
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0xff3f7f00, /* Swampland */
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0xff003fff, /* River */
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0xff7f0000, /* Hell */
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0xff007fff, /* Sky */
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0xff3f3fff, /* Frozen Ocean */
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0xff3f3fff, /* Frozen River */
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0xff7fffcf, /* Ice Plains */
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0xff3fcf7f, /* Ice Mountains */
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0xffcf00cf, /* Mushroom Island */
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0xff7f00ff, /* Mushroom Island Shore */
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0xffffff3f, /* Beach */
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0xffcfcf00, /* Desert Hills */
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0xff00cf3f, /* Forest Hills */
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0xff006f1f, /* Taiga Hills */
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0xff7f8f7f, /* Extreme Hills Edge */
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0xff004f00, /* Jungle */
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0xff003f00, /* Jungle Hills */
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} ;
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#include "../BiomeVisualiser/BiomeColors.h"
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@ -139,7 +108,7 @@ void cBiomeMap::StartNewRegion(int a_RegionX, int a_RegionZ)
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unsigned char * BiomeRow = (unsigned char *)m_Biomes + z * 512;
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for (int x = 0; x < 512; x++)
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{
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RowData[x] = g_BiomePalette[BiomeRow[x]];
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RowData[x] = g_BiomeColors[BiomeRow[x]];
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}
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f.Write(RowData, sizeof(RowData));
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} // for z
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@ -41,7 +41,7 @@ protected:
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virtual bool OnDecompressedData(const char * a_DecompressedNBT, int a_DataSize) override { return false; }
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virtual bool OnRealCoords(int a_ChunkX, int a_ChunkZ) override { return false; }
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virtual bool OnLastUpdate(Int64 a_LastUpdate) override { return false; }
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virtual bool OnTerrainPopulated(bool a_Populated) override { return !a_Populated; } // If not populated, we don't want it!
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virtual bool OnTerrainPopulated(bool a_Populated) override { return false; } // We don't care about "populated", the biomes are the same
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virtual bool OnBiomes(const unsigned char * a_BiomeData) override;
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void StartNewRegion(int a_RegionX, int a_RegionZ);
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