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authormadmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2013-05-12 23:11:25 +0200
committermadmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2013-05-12 23:11:25 +0200
commit0a08ae14f69f5179c5d8990c41d1d8dbb63be346 (patch)
tree52a80f3a7b77f1bb0fdf6bcd225c9d1e68270383 /source/Generating/Noise3DGenerator.cpp
parentTemporarily set all pickups to spawn in the middle of the block from which they fall. (diff)
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Diffstat (limited to '')
-rw-r--r--source/Generating/Noise3DGenerator.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/Generating/Noise3DGenerator.cpp b/source/Generating/Noise3DGenerator.cpp
index 5aff9d5ec..dbb577827 100644
--- a/source/Generating/Noise3DGenerator.cpp
+++ b/source/Generating/Noise3DGenerator.cpp
@@ -444,7 +444,7 @@ void cNoise3DComposable::GenerateNoiseArrayIfNeeded(int a_ChunkX, int a_ChunkZ)
}
}
// Linear-interpolate this XZ floor:
- ArrayLinearUpscale2D(CurFloor, 17, 17, UPSCALE_X, UPSCALE_Z);
+ ArrayLinearUpscale2DInPlace(CurFloor, 17, 17, UPSCALE_X, UPSCALE_Z);
}
// Finish the 3D linear interpolation by interpolating between each XZ-floors on the Y axis