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author | Moritz Borcherding <moritz.borcherding@web.de> | 2016-09-18 21:43:30 +0200 |
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committer | Mattes D <github@xoft.cz> | 2016-09-27 14:32:20 +0200 |
commit | b268db4caae1b5612ae0f3adabf164efc06de368 (patch) | |
tree | a85e615101f7b61f0ebd8c2f73c5068c7b112f88 /src/Generating/FinishGen.cpp | |
parent | APIDump: Fixed description for tolua functions. (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/Generating/FinishGen.cpp | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/src/Generating/FinishGen.cpp b/src/Generating/FinishGen.cpp index 3f6a1dc7a..4b2cafbca 100644 --- a/src/Generating/FinishGen.cpp +++ b/src/Generating/FinishGen.cpp @@ -517,7 +517,7 @@ void cFinishGenTallGrass::GenFinish(cChunkDesc & a_ChunkDesc) // Get the top block + 1. This is the place where the grass would finaly be placed: int y = a_ChunkDesc.GetHeight(x, z) + 1; - if (y >= 255) + if (y >= cChunkDef::Height - 1) { continue; } @@ -1221,7 +1221,7 @@ void cFinishGenPreSimulator::StationarizeFluid( 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_HeightDistribution(cChunkDef::Height - 1), m_Fluid(a_Fluid) { bool IsWater = (a_Fluid == E_BLOCK_WATER); |