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-rw-r--r--src/Generating/DungeonRoomsFinisher.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/Generating/DungeonRoomsFinisher.cpp b/src/Generating/DungeonRoomsFinisher.cpp
index c4bf8839e..c62da7492 100644
--- a/src/Generating/DungeonRoomsFinisher.cpp
+++ b/src/Generating/DungeonRoomsFinisher.cpp
@@ -194,7 +194,7 @@ protected:
{
return;
}
- a_ChunkDesc.SetBlockTypeMeta(RelX, m_FloorHeight + 1, RelZ, E_BLOCK_CHEST, (NIBBLETYPE)a_Chest.y);
+ a_ChunkDesc.SetBlockTypeMeta(RelX, m_FloorHeight + 1, RelZ, E_BLOCK_CHEST, static_cast<NIBBLETYPE>(a_Chest.y));
// Fill the chest with random loot
static const cLootProbab LootProbab[] =
@@ -217,7 +217,7 @@ protected:
{ cItem(E_ITEM_NAME_TAG), 1, 1, 10 },
} ;
- cChestEntity * ChestEntity = (cChestEntity *)a_ChunkDesc.GetBlockEntity(RelX, m_FloorHeight + 1, RelZ);
+ cChestEntity * ChestEntity = static_cast<cChestEntity *>(a_ChunkDesc.GetBlockEntity(RelX, m_FloorHeight + 1, RelZ));
ASSERT((ChestEntity != nullptr) && (ChestEntity->GetBlockType() == E_BLOCK_CHEST));
cNoise Noise(a_ChunkDesc.GetChunkX() ^ a_ChunkDesc.GetChunkZ());
int NumSlots = 3 + ((Noise.IntNoise3DInt(a_Chest.x, a_Chest.y, a_Chest.z) / 11) % 4);