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-rw-r--r--src/Generating/StructGen.cpp14
1 files changed, 7 insertions, 7 deletions
diff --git a/src/Generating/StructGen.cpp b/src/Generating/StructGen.cpp
index 2e41243d6..5deded17d 100644
--- a/src/Generating/StructGen.cpp
+++ b/src/Generating/StructGen.cpp
@@ -151,7 +151,7 @@ void cStructGenTrees::GenerateSingleTree(
sSetBlockVector TreeLogs, TreeOther;
GetTreeImageByBiome(
a_ChunkX * cChunkDef::Width + x, Height + 1, a_ChunkZ * cChunkDef::Width + z,
- m_Noise, a_Seq,
+ m_Noise, a_Seq,
a_ChunkDesc.GetBiome(x, z),
TreeLogs, TreeOther
);
@@ -181,7 +181,7 @@ void cStructGenTrees::GenerateSingleTree(
}
ApplyTreeImage(a_ChunkX, a_ChunkZ, a_ChunkDesc, TreeOther, a_OutsideOther);
- ApplyTreeImage(a_ChunkX, a_ChunkZ, a_ChunkDesc, TreeLogs, a_OutsideLogs);
+ ApplyTreeImage(a_ChunkX, a_ChunkZ, a_ChunkDesc, TreeLogs, a_OutsideLogs);
}
@@ -500,7 +500,7 @@ void cStructGenLakes::CreateLakeImage(int a_ChunkX, int a_ChunkZ, cBlockArea & a
continue;
}
int IdxYZ = BubbleX + IdxY + (BubbleZ + z) * 16;
- for (int x = -BubbleR; x <= BubbleR; x++)
+ for (int x = -BubbleR; x <= BubbleR; x++)
{
if (x * x + DistYZ < RSquared)
{
@@ -511,10 +511,10 @@ void cStructGenLakes::CreateLakeImage(int a_ChunkX, int a_ChunkZ, cBlockArea & a
} // for y
} // for i - bubbles
- // Turn air in the bottom half into liquid:
+ // Turn air in the bottom half into liquid:
for (int y = 0; y < 4; y++)
{
- for (int z = 0; z < 16; z++) for (int x = 0; x < 16; x++)
+ for (int z = 0; z < 16; z++) for (int x = 0; x < 16; x++)
{
if (BlockTypes[x + z * 16 + y * 16 * 16] == E_BLOCK_AIR)
{
@@ -573,8 +573,8 @@ void cStructGenDirectOverhangs::GenFinish(cChunkDesc & a_ChunkDesc)
// Interpolate the lowest floor:
for (int z = 0; z <= 16 / INTERPOL_Z; z++) for (int x = 0; x <= 16 / INTERPOL_X; x++)
{
- FloorLo[INTERPOL_X * x + 17 * INTERPOL_Z * z] =
- m_Noise1.IntNoise3DInt(BaseX + INTERPOL_X * x, BaseY, BaseZ + INTERPOL_Z * z) *
+ FloorLo[INTERPOL_X * x + 17 * INTERPOL_Z * z] =
+ m_Noise1.IntNoise3DInt(BaseX + INTERPOL_X * x, BaseY, BaseZ + INTERPOL_Z * z) *
m_Noise2.IntNoise3DInt(BaseX + INTERPOL_X * x, BaseY, BaseZ + INTERPOL_Z * z) /
256;
} // for x, z - FloorLo[]