From a2ffa432b31096f2533ecb50f49ba450b29a2989 Mon Sep 17 00:00:00 2001 From: Mattes D Date: Sun, 1 Sep 2019 09:30:00 +0200 Subject: Separated chunk generator from world / plugin interfaces. The generator now only takes care of servicing synchronous "GetChunk(X, Y)" and "GetBiomes(X, Y)" requests. --- src/Generating/StructGen.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'src/Generating/StructGen.cpp') diff --git a/src/Generating/StructGen.cpp b/src/Generating/StructGen.cpp index 918467f93..266308983 100644 --- a/src/Generating/StructGen.cpp +++ b/src/Generating/StructGen.cpp @@ -19,7 +19,7 @@ void cStructGenTrees::GenFinish(cChunkDesc & a_ChunkDesc) int ChunkX = a_ChunkDesc.GetChunkX(); int ChunkZ = a_ChunkDesc.GetChunkZ(); - cChunkDesc WorkerDesc(ChunkX, ChunkZ); + cChunkDesc WorkerDesc({ChunkX, ChunkZ}); // Generate trees: for (int x = 0; x <= 2; x++) @@ -34,7 +34,7 @@ void cStructGenTrees::GenFinish(cChunkDesc & a_ChunkDesc) if ((x != 1) || (z != 1)) { Dest = &WorkerDesc; - WorkerDesc.SetChunkCoords(BaseX, BaseZ); + WorkerDesc.SetChunkCoords({BaseX, BaseZ}); // TODO: This may cause a lot of wasted calculations, instead of pulling data out of a single (cChunkDesc) cache -- cgit v1.2.3