From b268db4caae1b5612ae0f3adabf164efc06de368 Mon Sep 17 00:00:00 2001 From: Moritz Borcherding Date: Sun, 18 Sep 2016 21:43:30 +0200 Subject: Use cChunkDef::Height for Y coord comparison where applicable. --- src/Generating/FinishGen.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'src/Generating') 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); -- cgit v1.2.3