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-rw-r--r--src/Generating/CompoGen.cpp2
-rw-r--r--src/Generating/DistortedHeightmap.cpp2
-rw-r--r--src/Generating/FinishGen.cpp2
-rw-r--r--src/Generating/Noise3DGenerator.cpp4
4 files changed, 7 insertions, 3 deletions
diff --git a/src/Generating/CompoGen.cpp b/src/Generating/CompoGen.cpp
index 23cc64d78..6c3b50b4e 100644
--- a/src/Generating/CompoGen.cpp
+++ b/src/Generating/CompoGen.cpp
@@ -324,7 +324,7 @@ void cCompoGenNether::ComposeTerrain(cChunkDesc & a_ChunkDesc, const cChunkDesc:
CeilingDisguise = -CeilingDisguise;
}
- int CeilingDisguiseHeight = Height - 2 - (int)CeilingDisguise * 3;
+ int CeilingDisguiseHeight = Height - 2 - FloorC(CeilingDisguise * 3);
for (int y = Height - 1; y > CeilingDisguiseHeight; y--)
{
diff --git a/src/Generating/DistortedHeightmap.cpp b/src/Generating/DistortedHeightmap.cpp
index e1ed9b450..37a51c18e 100644
--- a/src/Generating/DistortedHeightmap.cpp
+++ b/src/Generating/DistortedHeightmap.cpp
@@ -122,6 +122,8 @@ const cDistortedHeightmap::sGenParam cDistortedHeightmap::m_GenParam[256] =
cDistortedHeightmap::cDistortedHeightmap(int a_Seed, cBiomeGenPtr a_BiomeGen) :
m_NoiseDistortX(a_Seed + 1000),
m_NoiseDistortZ(a_Seed + 2000),
+ m_CurChunkX(0x7fffffff), // Set impossible coords for the chunk so that it's always considered stale
+ m_CurChunkZ(0x7fffffff),
m_BiomeGen(a_BiomeGen),
m_UnderlyingHeiGen(new cHeiGenBiomal(a_Seed, a_BiomeGen)),
m_HeightGen(m_UnderlyingHeiGen, 64),
diff --git a/src/Generating/FinishGen.cpp b/src/Generating/FinishGen.cpp
index 2ff3e7f67..1e8a67dd0 100644
--- a/src/Generating/FinishGen.cpp
+++ b/src/Generating/FinishGen.cpp
@@ -516,7 +516,7 @@ void cFinishGenSingleTopBlock::GenFinish(cChunkDesc & a_ChunkDesc)
}
int Height = a_ChunkDesc.GetHeight(x, z);
- if (Height >= cChunkDef::Height)
+ if (Height >= cChunkDef::Height - 1)
{
// Too high up
continue;
diff --git a/src/Generating/Noise3DGenerator.cpp b/src/Generating/Noise3DGenerator.cpp
index a7af87bac..57e23809e 100644
--- a/src/Generating/Noise3DGenerator.cpp
+++ b/src/Generating/Noise3DGenerator.cpp
@@ -529,7 +529,9 @@ cBiomalNoise3DComposable::cBiomalNoise3DComposable(int a_Seed, cBiomeGenPtr a_Bi
m_DensityNoiseA(a_Seed + 1),
m_DensityNoiseB(a_Seed + 2),
m_BaseNoise(a_Seed + 3),
- m_BiomeGen(a_BiomeGen)
+ m_BiomeGen(a_BiomeGen),
+ m_LastChunkX(0x7fffffff), // Set impossible coords for the chunk so that it's always considered stale
+ m_LastChunkZ(0x7fffffff)
{
// Generate the weight distribution for summing up neighboring biomes:
m_WeightSum = 0;