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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 866551e8a..4915e6818 100644
--- a/src/Generating/FinishGen.cpp
+++ b/src/Generating/FinishGen.cpp
@@ -520,7 +520,7 @@ 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)
@@ -528,8 +528,8 @@ cFinishGenFluidSprings::cFinishGenFluidSprings(int a_Seed, BLOCKTYPE a_Fluid, cI
bool IsWater = (a_Fluid == E_BLOCK_WATER);
AString SectionName = IsWater ? "WaterSprings" : "LavaSprings";
AString DefaultHeightDistribution;
- int DefaultChance;
- switch (a_World.GetDimension())
+ int DefaultChance = 0;
+ switch (a_Dimension)
{
case dimNether:
{