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Caves: Fix shadowing of 'large_cave_depth' to avoid confusion
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@ -843,7 +843,7 @@ void MapgenBasic::generateCavesNoiseIntersection(s16 max_stone_y)
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}
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void MapgenBasic::generateCavesRandomWalk(s16 max_stone_y, s16 large_cave_depth)
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void MapgenBasic::generateCavesRandomWalk(s16 max_stone_y, s16 large_cave_ymax)
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{
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if (node_min.Y > max_stone_y)
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return;
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@ -858,10 +858,12 @@ void MapgenBasic::generateCavesRandomWalk(s16 max_stone_y, s16 large_cave_depth)
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cave.makeCave(vm, node_min, node_max, &ps, false, max_stone_y, heightmap);
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}
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if (node_max.Y > large_cave_depth)
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if (node_max.Y > large_cave_ymax)
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return;
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// Large randomwalk caves below 'large_cave_depth'
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// Large randomwalk caves below 'large_cave_ymax'.
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// 'large_cave_ymax' can differ from the 'large_cave_depth' mapgen parameter,
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// it is set to world base to disable large caves in or near caverns.
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u32 num_large_caves = ps.range(large_cave_num_min, large_cave_num_max);
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for (u32 i = 0; i < num_large_caves; i++) {
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@ -244,7 +244,7 @@ public:
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virtual void generateBiomes();
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virtual void dustTopNodes();
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virtual void generateCavesNoiseIntersection(s16 max_stone_y);
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virtual void generateCavesRandomWalk(s16 max_stone_y, s16 large_cave_depth);
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virtual void generateCavesRandomWalk(s16 max_stone_y, s16 large_cave_ymax);
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virtual bool generateCavernsNoise(s16 max_stone_y);
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virtual void generateDungeons(s16 max_stone_y);
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