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-rw-r--r--src/Generating/FinishGen.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/Generating/FinishGen.cpp b/src/Generating/FinishGen.cpp
index f3a62e8e3..d35d77eac 100644
--- a/src/Generating/FinishGen.cpp
+++ b/src/Generating/FinishGen.cpp
@@ -186,7 +186,7 @@ void cFinishGenGlowStone::GenFinish(cChunkDesc & a_ChunkDesc)
{
int ChunkX = a_ChunkDesc.GetChunkX();
int ChunkZ = a_ChunkDesc.GetChunkZ();
-
+
// Change the number of attempts to create a vein depending on the maximum height of the chunk. A standard Nether could have 5 veins at most.
int NumGlowStone = m_Noise.IntNoise2DInt(ChunkX, ChunkZ) % a_ChunkDesc.GetMaxHeight() / 23;
@@ -198,7 +198,7 @@ void cFinishGenGlowStone::GenFinish(cChunkDesc & a_ChunkDesc)
// Generate X / Z coordinates.
int X = Size + (m_Noise.IntNoise2DInt(i, Size) % (cChunkDef::Width - Size * 2));
int Z = Size + (m_Noise.IntNoise2DInt(X, i) % (cChunkDef::Width - Size * 2));
-
+
int Height = a_ChunkDesc.GetHeight(X, Z);
for (int y = Height; y > Size; y--)
{
@@ -234,14 +234,14 @@ void cFinishGenGlowStone::TryPlaceGlowstone(cChunkDesc & a_ChunkDesc, int a_RelX
{
// The starting point of every glowstone string
Vector3i StartPoint = Vector3i(a_RelX, a_RelY, a_RelZ);
-
+
// Array with possible directions for a string of glowstone to go to.
const Vector3i AvailableDirections[] =
{
{ -1, 0, 0 }, { 1, 0, 0 },
{ 0, -1, 0 }, // Don't let the glowstone go up
{ 0, 0, -1 }, { 0, 0, 1 },
-
+
// Diagonal direction. Only X or Z with Y.
// If all were changed the glowstone string looks awkward
{ 0, -1, 1 }, { 1, -1, 0 },