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Mgv6: Use heightmap in placeTreesAndJungleGrass()
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@ -877,9 +877,10 @@ void MapgenV6::placeTreesAndJungleGrass()
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for (u32 i = 0; i < grass_count; i++) {
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for (u32 i = 0; i < grass_count; i++) {
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s16 x = grassrandom.range(p2d_min.X, p2d_max.X);
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s16 x = grassrandom.range(p2d_min.X, p2d_max.X);
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s16 z = grassrandom.range(p2d_min.Y, p2d_max.Y);
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s16 z = grassrandom.range(p2d_min.Y, p2d_max.Y);
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int mapindex = central_area_size.X * (z - node_min.Z)
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s16 y = findGroundLevelFull(v2s16(x, z)); ////////////////optimize this!
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+ (x - node_min.X);
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if (y < water_level || y < node_min.Y || y > node_max.Y)
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s16 y = heightmap[mapindex];
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if (y < water_level)
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continue;
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continue;
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u32 vi = vm->m_area.index(x, y, z);
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u32 vi = vm->m_area.index(x, y, z);
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@ -895,7 +896,9 @@ void MapgenV6::placeTreesAndJungleGrass()
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for (u32 i = 0; i < tree_count; i++) {
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for (u32 i = 0; i < tree_count; i++) {
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s16 x = myrand_range(p2d_min.X, p2d_max.X);
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s16 x = myrand_range(p2d_min.X, p2d_max.X);
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s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
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s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
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s16 y = findGroundLevelFull(v2s16(x, z)); ////////////////////optimize this!
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int mapindex = central_area_size.X * (z - node_min.Z)
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+ (x - node_min.X);
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s16 y = heightmap[mapindex];
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// Don't make a tree under water level
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// Don't make a tree under water level
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// Don't make a tree so high that it doesn't fit
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// Don't make a tree so high that it doesn't fit
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if(y < water_level || y > node_max.Y - 6)
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if(y < water_level || y > node_max.Y - 6)
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