Use appropriate sized type for VoxelArea extent
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@@ -240,7 +240,7 @@ u32 Mapgen::getBlockSeed2(v3s16 p, s32 seed)
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// Returns -MAX_MAP_GENERATION_LIMIT if not found
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s16 Mapgen::findGroundLevel(v2s16 p2d, s16 ymin, s16 ymax)
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{
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const v3s16 &em = vm->m_area.getExtent();
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const v3s32 &em = vm->m_area.getExtent();
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u32 i = vm->m_area.index(p2d.X, ymax, p2d.Y);
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s16 y;
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@@ -258,7 +258,7 @@ s16 Mapgen::findGroundLevel(v2s16 p2d, s16 ymin, s16 ymax)
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// Returns -MAX_MAP_GENERATION_LIMIT if not found or if ground is found first
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s16 Mapgen::findLiquidSurface(v2s16 p2d, s16 ymin, s16 ymax)
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{
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const v3s16 &em = vm->m_area.getExtent();
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const v3s32 &em = vm->m_area.getExtent();
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u32 i = vm->m_area.index(p2d.X, ymax, p2d.Y);
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s16 y;
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@@ -296,7 +296,7 @@ void Mapgen::updateHeightmap(v3s16 nmin, v3s16 nmax)
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void Mapgen::getSurfaces(v2s16 p2d, s16 ymin, s16 ymax,
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std::vector<s16> &floors, std::vector<s16> &ceilings)
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{
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const v3s16 &em = vm->m_area.getExtent();
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const v3s32 &em = vm->m_area.getExtent();
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bool is_walkable = false;
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u32 vi = vm->m_area.index(p2d.X, ymax, p2d.Y);
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@@ -320,7 +320,7 @@ void Mapgen::getSurfaces(v2s16 p2d, s16 ymin, s16 ymax,
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}
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inline bool Mapgen::isLiquidHorizontallyFlowable(u32 vi, v3s16 em)
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inline bool Mapgen::isLiquidHorizontallyFlowable(u32 vi, v3s32 em)
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{
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u32 vi_neg_x = vi;
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VoxelArea::add_x(em, vi_neg_x, -1);
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@@ -357,7 +357,7 @@ void Mapgen::updateLiquid(UniqueQueue<v3s16> *trans_liquid, v3s16 nmin, v3s16 nm
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{
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bool isignored, isliquid, wasignored, wasliquid, waschecked, waspushed;
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content_t was_n;
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const v3s16 &em = vm->m_area.getExtent();
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const v3s32 &em = vm->m_area.getExtent();
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isignored = true;
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isliquid = false;
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@@ -481,7 +481,7 @@ void Mapgen::propagateSunlight(v3s16 nmin, v3s16 nmax, bool propagate_shadow)
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//TimeTaker t("propagateSunlight");
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VoxelArea a(nmin, nmax);
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bool block_is_underground = (water_level >= nmax.Y);
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const v3s16 &em = vm->m_area.getExtent();
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const v3s32 &em = vm->m_area.getExtent();
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// NOTE: Direct access to the low 4 bits of param1 is okay here because,
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// by definition, sunlight will never be in the night lightbank.
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@@ -629,7 +629,7 @@ void MapgenBasic::generateBiomes()
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assert(biomegen);
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assert(biomemap);
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const v3s16 &em = vm->m_area.getExtent();
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const v3s32 &em = vm->m_area.getExtent();
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u32 index = 0;
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noise_filler_depth->perlinMap2D(node_min.X, node_min.Z);
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@@ -774,7 +774,7 @@ void MapgenBasic::dustTopNodes()
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if (node_max.Y < water_level)
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return;
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const v3s16 &em = vm->m_area.getExtent();
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const v3s32 &em = vm->m_area.getExtent();
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u32 index = 0;
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for (s16 z = node_min.Z; z <= node_max.Z; z++)
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