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VoxelArea: add_{x,y,z,p} must be static

Fix some documentations issues
Use getNodeNoCheck(v3s16, ...) in some cases instead of getNodeNoCheck(x, y, z, ...)
This commit is contained in:
Loic Blot 2018-03-09 08:49:00 +01:00 committed by Loïc Blot
parent 3b27cf30d9
commit 12d1e4ff04
11 changed files with 72 additions and 61 deletions

View file

@ -540,7 +540,7 @@ int MapgenValleys::generateTerrain()
}
}
vm->m_area.add_y(em, index_data, 1);
VoxelArea::add_y(em, index_data, 1);
index_3d += ystride;
}
@ -668,7 +668,7 @@ void MapgenValleys::generateCaves(s16 max_stone_y, s16 large_cave_depth)
// This 'roof' is removed when the mapchunk above is generated.
for (s16 y = node_max.Y; y >= node_min.Y - 1; y--,
index_3d -= ystride,
vm->m_area.add_y(em, index_data, -1)) {
VoxelArea::add_y(em, index_data, -1)) {
float terrain = noise_terrain_height->result[index_2d];
@ -705,7 +705,7 @@ void MapgenValleys::generateCaves(s16 max_stone_y, s16 large_cave_depth)
// at the tunnel floor
s16 sr = ps.range(0, 39);
u32 j = index_data;
vm->m_area.add_y(em, j, 1);
VoxelArea::add_y(em, j, 1);
if (sr > terrain - y) {
// Put biome nodes in tunnels near the surface