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Mapgen: Remove unnecessary 'this->' from constructors (#6069)
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commit
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6 changed files with 63 additions and 63 deletions
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@ -66,19 +66,19 @@ MapgenValleys::MapgenValleys(int mapgenid, MapgenValleysParams *params, EmergeMa
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: MapgenBasic(mapgenid, params, emerge)
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{
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// NOTE: MapgenValleys has a hard dependency on BiomeGenOriginal
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this->m_bgen = (BiomeGenOriginal *)biomegen;
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m_bgen = (BiomeGenOriginal *)biomegen;
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BiomeParamsOriginal *bp = (BiomeParamsOriginal *)params->bparams;
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this->spflags = params->spflags;
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this->altitude_chill = params->altitude_chill;
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this->large_cave_depth = params->large_cave_depth;
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this->lava_features_lim = rangelim(params->lava_features, 0, 10);
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this->massive_cave_depth = params->massive_cave_depth;
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this->river_depth_bed = params->river_depth + 1.f;
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this->river_size_factor = params->river_size / 100.f;
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this->water_features_lim = rangelim(params->water_features, 0, 10);
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this->cave_width = params->cave_width;
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spflags = params->spflags;
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altitude_chill = params->altitude_chill;
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large_cave_depth = params->large_cave_depth;
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lava_features_lim = rangelim(params->lava_features, 0, 10);
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massive_cave_depth = params->massive_cave_depth;
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river_depth_bed = params->river_depth + 1.f;
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river_size_factor = params->river_size / 100.f;
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water_features_lim = rangelim(params->water_features, 0, 10);
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cave_width = params->cave_width;
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//// 2D Terrain noise
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noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z);
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@ -96,13 +96,13 @@ MapgenValleys::MapgenValleys(int mapgenid, MapgenValleysParams *params, EmergeMa
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noise_cave2 = new Noise(¶ms->np_cave2, seed, csize.X, csize.Y + 1, csize.Z);
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noise_massive_caves = new Noise(¶ms->np_massive_caves, seed, csize.X, csize.Y + 1, csize.Z);
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this->humid_rivers = (spflags & MGVALLEYS_HUMID_RIVERS);
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this->use_altitude_chill = (spflags & MGVALLEYS_ALT_CHILL);
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this->humidity_adjust = bp->np_humidity.offset - 50.f;
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humid_rivers = (spflags & MGVALLEYS_HUMID_RIVERS);
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use_altitude_chill = (spflags & MGVALLEYS_ALT_CHILL);
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humidity_adjust = bp->np_humidity.offset - 50.f;
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// a small chance of overflows if the settings are very high
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this->cave_water_max_height = water_level + MYMAX(0, water_features_lim - 4) * 50;
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this->lava_max_height = water_level + MYMAX(0, lava_features_lim - 4) * 50;
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cave_water_max_height = water_level + MYMAX(0, water_features_lim - 4) * 50;
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lava_max_height = water_level + MYMAX(0, lava_features_lim - 4) * 50;
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tcave_cache = new float[csize.Y + 2];
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}
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