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authorSamuel Barney <samjbarney@gmail.com>2013-10-29 19:43:41 +0100
committerSamuel Barney <samjbarney@gmail.com>2013-10-29 19:43:41 +0100
commite94307c29242e9d7e663c774840568a2b73fd400 (patch)
treea4372da37ee02b0e3912ff73defa3a79e45faa71 /source/World.h
parentUpdate to allow the light map to remain the same, but allow alteration of sky light values based on time. (diff)
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Diffstat (limited to '')
-rw-r--r--source/World.h4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/World.h b/source/World.h
index 5976321e1..c4fd06d0b 100644
--- a/source/World.h
+++ b/source/World.h
@@ -593,7 +593,7 @@ public:
void TabCompleteUserName(const AString & a_Text, AStringVector & a_Results);
/// Get the current darkness level based on the time
- Int64 GetSkyDarkness() { return m_SkyDarkness; }
+ NIBBLETYPE GetSkyDarkness() { return m_SkyDarkness; }
private:
@@ -639,7 +639,7 @@ private:
Int64 m_LastSave; // The last WorldAge (in ticks) in which save-all was triggerred
std::map<cMonster::eFamily,Int64> m_LastSpawnMonster; // The last WorldAge (in ticks) in which a monster was spawned (for each megatype of monster) // MG TODO : find a way to optimize without creating unmaintenability (if mob IDs are becoming unrowed)
- Int64 m_SkyDarkness;
+ NIBBLETYPE m_SkyDarkness;
eGameMode m_GameMode;
bool m_bEnabledPVP;