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-rw-r--r--src/Generating/FinishGen.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/Generating/FinishGen.cpp b/src/Generating/FinishGen.cpp
index 4ac6ff0f3..02045f76a 100644
--- a/src/Generating/FinishGen.cpp
+++ b/src/Generating/FinishGen.cpp
@@ -72,7 +72,7 @@ void cFinishGenNetherClumpFoliage::GenFinish(cChunkDesc & a_ChunkDesc)
PosX = (int) floor(16 / Val1);
}
- // Calculate PosZ
+ // Calculate PosZ
if (Val2 <= 1)
{
PosZ = (int) floor(Val2 * 16);
@@ -640,7 +640,7 @@ void cFinishGenPreSimulator::StationarizeFluid(
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cFinishGenFluidSprings:
-cFinishGenFluidSprings::cFinishGenFluidSprings(int a_Seed, BLOCKTYPE a_Fluid, cIniFile & a_IniFile, const cWorld & a_World) :
+cFinishGenFluidSprings::cFinishGenFluidSprings(int a_Seed, BLOCKTYPE a_Fluid, cIniFile & a_IniFile, eDimension a_Dimension) :
m_Noise(a_Seed + a_Fluid * 100), // Need to take fluid into account, otherwise water and lava springs generate next to each other
m_HeightDistribution(255),
m_Fluid(a_Fluid)
@@ -649,7 +649,7 @@ cFinishGenFluidSprings::cFinishGenFluidSprings(int a_Seed, BLOCKTYPE a_Fluid, cI
AString SectionName = IsWater ? "WaterSprings" : "LavaSprings";
AString DefaultHeightDistribution;
int DefaultChance = 0;
- switch (a_World.GetDimension())
+ switch (a_Dimension)
{
case dimNether:
{