diff options
Diffstat (limited to 'Minecraft.World/HellRandomLevelSource.cpp')
| -rw-r--r-- | Minecraft.World/HellRandomLevelSource.cpp | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/Minecraft.World/HellRandomLevelSource.cpp b/Minecraft.World/HellRandomLevelSource.cpp index 3d67d0f8..10194f7d 100644 --- a/Minecraft.World/HellRandomLevelSource.cpp +++ b/Minecraft.World/HellRandomLevelSource.cpp @@ -7,7 +7,7 @@ #include "BiomeSource.h" #include "HellRandomLevelSource.h" -HellRandomLevelSource::HellRandomLevelSource(Level *level, int64_t seed) +HellRandomLevelSource::HellRandomLevelSource(Level *level, __int64 seed) { int xzSize = level->getLevelData()->getXZSize(); int hellScale = level->getLevelData()->getHellScale(); @@ -224,7 +224,7 @@ void HellRandomLevelSource::buildSurfaces(int xOffs, int zOffs, byteArray blocks if(random->nextInt(16) == 0) { top = (byte) Tile::netherStalk_Id; - + // Place the nether wart on top of the soul sand y += 1; int genDepthMinusOne = Level::genDepthMinusOne; // Take into local int for PS4 as min takes a reference to the const int there and then needs the value to exist for the linker @@ -430,8 +430,8 @@ void HellRandomLevelSource::postProcess(ChunkSource *parent, int xt, int zt) // we need to use a separate random - have used the same initialisation code as used in RandomLevelSource::postProcess to make sure this random value // is consistent for each world generation. Also changed all uses of random here to pprandom. pprandom->setSeed(level->getSeed()); - int64_t xScale = pprandom->nextLong() / 2 * 2 + 1; - int64_t zScale = pprandom->nextLong() / 2 * 2 + 1; + __int64 xScale = pprandom->nextLong() / 2 * 2 + 1; + __int64 zScale = pprandom->nextLong() / 2 * 2 + 1; pprandom->setSeed(((xt * xScale) + (zt * zScale)) ^ level->getSeed()); netherBridgeFeature->postProcess(level, pprandom, xt, zt); @@ -497,7 +497,7 @@ void HellRandomLevelSource::postProcess(ChunkSource *parent, int xt, int zt) } HeavyTile::instaFall = false; - + app.processSchematics(parent->getChunk(xt,zt)); } |
