Fixed block-getting so that simulators work again
git-svn-id: http://mc-server.googlecode.com/svn/trunk@301 0a769ca7-a7f5-676a-18bf-c427514a06d6master
parent
f07251625d
commit
b4a68e58a9
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@ -442,6 +442,43 @@ void cChunkMap::CollectPickupsByPlayer(cPlayer * a_Player)
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char cChunkMap::GetBlock(int a_X, int a_Y, int a_Z)
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{
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int ChunkX, ChunkZ;
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AbsoluteToRelative( a_X, a_Y, a_Z, ChunkX, ChunkZ );
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cCSLock Lock(m_CSLayers);
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cChunkPtr Chunk = GetChunkNoGen(ChunkX, ZERO_CHUNK_Y, ChunkZ);
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if ((Chunk != NULL) && Chunk->IsValid())
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{
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return Chunk->GetBlock(a_X, a_Y, a_Z);
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}
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return 0;
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}
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char cChunkMap::GetBlockMeta(int a_X, int a_Y, int a_Z)
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{
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int ChunkX, ChunkZ;
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AbsoluteToRelative( a_X, a_Y, a_Z, ChunkX, ChunkZ );
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cCSLock Lock(m_CSLayers);
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cChunkPtr Chunk = GetChunk( ChunkX, ZERO_CHUNK_Y, ChunkZ );
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if ((Chunk != NULL) && Chunk->IsValid() )
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{
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// Although it is called GetLight(), it actually gets meta when passed the Meta field
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return Chunk->GetLight( Chunk->pGetMeta(), a_X, a_Y, a_Z );
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}
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return 0;
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}
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void cChunkMap::CompareChunkClients(int a_ChunkX1, int a_ChunkY1, int a_ChunkZ1, int a_ChunkX2, int a_ChunkY2, int a_ChunkZ2, cClientDiffCallback & a_Callback)
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{
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cCSLock Lock(m_CSLayers);
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@ -54,6 +54,8 @@ public:
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int GetHeight (int a_BlockX, int a_BlockZ);
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void FastSetBlocks (sSetBlockList & a_BlockList);
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void CollectPickupsByPlayer(cPlayer * a_Player);
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char GetBlock (int a_X, int a_Y, int a_Z);
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char GetBlockMeta (int a_X, int a_Y, int a_Z);
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/// Compares clients of two chunks, calls the callback accordingly
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void CompareChunkClients(int a_ChunkX1, int a_ChunkY1, int a_ChunkZ1, int a_ChunkX2, int a_ChunkY2, int a_ChunkZ2, cClientDiffCallback & a_Callback);
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@ -199,8 +199,6 @@ public:
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}
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return Points;
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}
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std::set< Vector3i >* m_ActiveFluid;
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@ -228,6 +226,10 @@ public:
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unsigned char m_CurResult;
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};
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cFluidSimulator::cFluidSimulator( cWorld* a_World )
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: cSimulator(a_World)
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, m_Data(0)
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@ -235,20 +237,35 @@ cFluidSimulator::cFluidSimulator( cWorld* a_World )
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m_Data = new FluidData(a_World, this);
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}
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cFluidSimulator::~cFluidSimulator()
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{
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delete m_Data;
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}
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void cFluidSimulator::AddBlock( int a_X, int a_Y, int a_Z )
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{
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if(!IsAllowedBlock(m_World->GetBlock(a_X, a_Y, a_Z))) //This should save very much time because it doesn´t have to iterate through all blocks
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char BlockType = m_World->GetBlock(a_X, a_Y, a_Z);
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if (!IsAllowedBlock(BlockType)) //This should save very much time because it doesn´t have to iterate through all blocks
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{
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return;
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}
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std::set< Vector3i > & ActiveFluid = *m_Data->m_ActiveFluid;
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ActiveFluid.insert( Vector3i( a_X, a_Y, a_Z ) );
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}
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char cFluidSimulator::GetHighestLevelAround( int a_X, int a_Y, int a_Z )
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{
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char Max = m_MaxHeight + m_FlowReduction;
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@ -270,12 +287,18 @@ char cFluidSimulator::GetHighestLevelAround( int a_X, int a_Y, int a_Z )
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return Max;
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}
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void cFluidSimulator::Simulate( float a_Dt )
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{
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m_Timer += a_Dt;
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if (m_Data->m_ActiveFluid->empty()) //Nothing to do if there is no active fluid ;) saves very little time ;D
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{
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return;
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}
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std::swap( m_Data->m_ActiveFluid, m_Data->m_Buffer ); // Swap so blocks can be added to empty ActiveFluid array
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m_Data->m_ActiveFluid->clear();
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@ -393,6 +416,9 @@ void cFluidSimulator::Simulate( float a_Dt )
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}
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bool cFluidSimulator::IsPassableForFluid(char a_BlockID)
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{
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return a_BlockID == E_BLOCK_AIR
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@ -401,11 +427,19 @@ bool cFluidSimulator::IsPassableForFluid(char a_BlockID)
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|| CanWashAway(a_BlockID);
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}
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bool cFluidSimulator::IsStationaryBlock (char a_BlockID)
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{
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return a_BlockID == m_StationaryFluidBlock;
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}
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bool cFluidSimulator::CanWashAway( char a_BlockID )
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{
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switch( a_BlockID )
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@ -421,6 +455,10 @@ bool cFluidSimulator::CanWashAway( char a_BlockID )
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};
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}
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bool cFluidSimulator::IsSolidBlock( char a_BlockID )
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{
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return !(a_BlockID == E_BLOCK_AIR
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@ -430,6 +468,10 @@ bool cFluidSimulator::IsSolidBlock( char a_BlockID )
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|| CanWashAway(a_BlockID));
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}
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//TODO Not working very well yet :s
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Direction cFluidSimulator::GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a_Over)
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{
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@ -489,7 +531,6 @@ Direction cFluidSimulator::GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a
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delete Pos;
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}
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if(LowestPoint == m_World->GetBlockMeta(a_X, a_Y, a_Z))
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return NONE;
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@ -514,10 +555,12 @@ Direction cFluidSimulator::GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a
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}
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return NONE;
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}
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bool cFluidSimulator::UniqueSituation(Vector3i a_Pos)
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{
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bool result = false;
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@ -607,6 +650,10 @@ bool cFluidSimulator::UniqueSituation(Vector3i a_Pos)
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return result;
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}
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void cFluidSimulator::ApplyUniqueToNearest(Vector3i a_Pos)
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{
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Vector3i NearPoints [] = {
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@ -622,3 +669,7 @@ void cFluidSimulator::ApplyUniqueToNearest(Vector3i a_Pos)
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UniqueSituation(NearPoints[i]);
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}
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}
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@ -853,16 +853,23 @@ void cWorld::FastSetBlock( int a_X, int a_Y, int a_Z, char a_BlockType, char a_B
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char cWorld::GetBlock(int a_X, int a_Y, int a_Z)
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{
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int ChunkX, ChunkY, ChunkZ;
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AbsoluteToRelative( a_X, a_Y, a_Z, ChunkX, ChunkY, ChunkZ );
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cChunkPtr Chunk = GetChunk( ChunkX, ChunkY, ChunkZ );
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if ( Chunk->IsValid() )
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// First check if it isn't queued in the m_FastSetBlockQueue:
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{
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return Chunk->GetBlock(a_X, a_Y, a_Z);
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int X = a_X, Y = a_Y, Z = a_Z;
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int ChunkX, ChunkY, ChunkZ;
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AbsoluteToRelative(X, Y, Z, ChunkX, ChunkY, ChunkZ);
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cCSLock Lock(m_CSFastSetBlock);
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for (sSetBlockList::iterator itr = m_FastSetBlockQueue.begin(); itr != m_FastSetBlockQueue.end(); ++itr)
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{
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if ((itr->x == X) && (itr->y == Y) && (itr->z == Z) && (itr->ChunkX == ChunkX) && (itr->ChunkZ == ChunkZ))
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{
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return itr->BlockType;
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}
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return 0;
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} // for itr - m_FastSetBlockQueue[]
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}
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return m_ChunkMap->GetBlock(a_X, a_Y, a_Z);
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}
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@ -871,16 +878,19 @@ char cWorld::GetBlock(int a_X, int a_Y, int a_Z)
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char cWorld::GetBlockMeta( int a_X, int a_Y, int a_Z )
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{
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int ChunkX, ChunkY, ChunkZ;
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AbsoluteToRelative( a_X, a_Y, a_Z, ChunkX, ChunkY, ChunkZ );
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cChunkPtr Chunk = GetChunk( ChunkX, ChunkY, ChunkZ );
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if ( Chunk->IsValid() )
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// First check if it isn't queued in the m_FastSetBlockQueue:
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{
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return Chunk->GetLight( Chunk->pGetMeta(), a_X, a_Y, a_Z );
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cCSLock Lock(m_CSFastSetBlock);
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for (sSetBlockList::iterator itr = m_FastSetBlockQueue.begin(); itr != m_FastSetBlockQueue.end(); ++itr)
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{
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if ((itr->x == a_X) && (itr->y == a_Y) && (itr->y == a_Y))
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{
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return itr->BlockMeta;
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}
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return 0;
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} // for itr - m_FastSetBlockQueue[]
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}
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return m_ChunkMap->GetBlockMeta(a_X, a_Y, a_Z);
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}
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@ -188,6 +188,10 @@ void cWorldGenerator::GenerateTerrain(int a_ChunkX, int a_ChunkY, int a_ChunkZ,
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{
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Height = 127 - Lower;
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}
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if (Height < -63)
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{
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Height = -63;
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}
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const int Top = Lower + Height;
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const float WaveNoise = 1; // m_Noise.CubicNoise2D( xx*0.01f, zz*0.01f ) + 0.5f;
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for( int y = 1; y < Top; ++y )
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