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-rw-r--r--src/Generating/DungeonRoomsFinisher.h8
1 files changed, 2 insertions, 6 deletions
diff --git a/src/Generating/DungeonRoomsFinisher.h b/src/Generating/DungeonRoomsFinisher.h
index 72ac5cb51..bd5380448 100644
--- a/src/Generating/DungeonRoomsFinisher.h
+++ b/src/Generating/DungeonRoomsFinisher.h
@@ -27,12 +27,12 @@ public:
a_ShapeGen is the underlying terrain shape generator, so that the rooms can always be placed under the terrain.
a_MaxSize and a_MinSize are the maximum and minimum sizes of the room's internal (air) area, in blocks across.
a_HeightDistrib is the string defining the height distribution for the rooms (cProbabDistrib format). */
- cDungeonRoomsFinisher(cTerrainShapeGenPtr a_ShapeGen, int a_Seed, int a_GridSize, int a_MaxSize, int a_MinSize, const AString & a_HeightDistrib);
+ cDungeonRoomsFinisher(cTerrainShapeGen & a_ShapeGen, int a_Seed, int a_GridSize, int a_MaxSize, int a_MinSize, const AString & a_HeightDistrib);
protected:
/** The shape gen that is used for limiting the rooms' Y coords */
- cTerrainShapeGenPtr m_ShapeGen;
+ cTerrainShapeGen & m_ShapeGen;
/** Maximum half-size (from center to wall) of the dungeon room's inner (air) area. Default is 3 (vanilla). */
int m_MaxHalfSize;
@@ -47,7 +47,3 @@ protected:
// cGridStructGen overrides:
virtual cStructurePtr CreateStructure(int a_GridX, int a_GridZ, int a_OriginX, int a_OriginZ) override;
} ;
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