Noise3D: Re-fixed composition, finally no fake-tree remnants

git-svn-id: http://mc-server.googlecode.com/svn/trunk@1423 0a769ca7-a7f5-676a-18bf-c427514a06d6
master
madmaxoft@gmail.com 2013-04-27 21:32:37 +00:00
parent 384e6603c4
commit b934d030d3
1 changed files with 4 additions and 2 deletions

View File

@ -472,6 +472,8 @@ void cNoise3DComposable::ComposeTerrain(cChunkDesc & a_ChunkDesc)
{
GenerateNoiseArrayIfNeeded(a_ChunkDesc.GetChunkX(), a_ChunkDesc.GetChunkZ());
a_ChunkDesc.FillBlocks(E_BLOCK_AIR, 0);
// Make basic terrain composition:
for (int z = 0; z < cChunkDef::Width; z++)
{
@ -479,9 +481,9 @@ void cNoise3DComposable::ComposeTerrain(cChunkDesc & a_ChunkDesc)
{
int LastAir = a_ChunkDesc.GetHeight(x, z) + 1;
bool HasHadWater = false;
for (int y = LastAir; y < cChunkDef::Height; y++)
for (int y = LastAir; y < m_SeaLevel; y++)
{
a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_AIR);
a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_STATIONARY_WATER);
}
for (int y = LastAir - 1; y > 0; y--)
{