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-rw-r--r--src/Generating/Noise3DGenerator.cpp11
1 files changed, 3 insertions, 8 deletions
diff --git a/src/Generating/Noise3DGenerator.cpp b/src/Generating/Noise3DGenerator.cpp
index 362c6d9a2..ecf135a26 100644
--- a/src/Generating/Noise3DGenerator.cpp
+++ b/src/Generating/Noise3DGenerator.cpp
@@ -506,12 +506,12 @@ void cNoise3DComposable::GenShape(cChunkCoords a_ChunkCoords, cChunkDesc::Shape
////////////////////////////////////////////////////////////////////////////////
// cBiomalNoise3DComposable:
-cBiomalNoise3DComposable::cBiomalNoise3DComposable(int a_Seed, cBiomeGenPtr a_BiomeGen) :
+cBiomalNoise3DComposable::cBiomalNoise3DComposable(int a_Seed, cBiomeGen & a_BiomeGen) :
m_ChoiceNoise(a_Seed),
m_DensityNoiseA(a_Seed + 1),
m_DensityNoiseB(a_Seed + 2),
m_BaseNoise(a_Seed + 3),
- m_BiomeGen(std::move(a_BiomeGen)),
+ m_BiomeGen(a_BiomeGen),
m_LastChunkCoords(0x7fffffff, 0x7fffffff) // Set impossible coords for the chunk so that it's always considered stale
{
// Generate the weight distribution for summing up neighboring biomes:
@@ -654,7 +654,7 @@ void cBiomalNoise3DComposable::CalcBiomeParamArrays(cChunkCoords a_ChunkCoords,
{
for (int x = 0; x < 3; x++)
{
- m_BiomeGen->GenBiomes({a_ChunkCoords.m_ChunkX + x - 1, a_ChunkCoords.m_ChunkZ + z - 1}, neighborBiomes[x + 3 * z]);
+ m_BiomeGen.GenBiomes({a_ChunkCoords.m_ChunkX + x - 1, a_ChunkCoords.m_ChunkZ + z - 1}, neighborBiomes[x + 3 * z]);
}
}
@@ -791,8 +791,3 @@ void cBiomalNoise3DComposable::GenShape(cChunkCoords a_ChunkCoords, cChunkDesc::
} // for x
} // for z
}
-
-
-
-
-