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https://git.huckle.dev/Huckles-Minecraft-Archive/4jcraft.git
synced 2026-09-25 10:50:48 +00:00
rename minecraft folder to `targets
This commit is contained in:
@@ -0,0 +1,433 @@
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#include <cmath>
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#include "TheEndLevelRandomLevelSource.h"
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#include "Minecraft.Client/Linux/Linux_App.h"
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#include "Minecraft.Client/Linux/Stubs/winapi_stubs.h"
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#include "java/Random.h"
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#include "minecraft/world/level/Level.h"
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#include "minecraft/world/level/biome/BiomeSource.h"
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#include "minecraft/world/level/chunk/LevelChunk.h"
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#include "minecraft/world/level/levelgen/synth/PerlinNoise.h"
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#include "minecraft/world/level/tile/HeavyTile.h"
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#include "minecraft/world/level/tile/Tile.h"
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#include "Minecraft.Client/include/NetTypes.h"
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#include "Minecraft.Client/include/XboxStubs.h"
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#include "Minecraft.Client/include/SkinBox.h"
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TheEndLevelRandomLevelSource::TheEndLevelRandomLevelSource(Level* level,
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int64_t seed) {
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m_XZSize = END_LEVEL_MIN_WIDTH;
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this->level = level;
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random = new Random(seed);
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pprandom = new Random(seed); // 4J added
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lperlinNoise1 = new PerlinNoise(random, 16);
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lperlinNoise2 = new PerlinNoise(random, 16);
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perlinNoise1 = new PerlinNoise(random, 8);
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scaleNoise = new PerlinNoise(random, 10);
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depthNoise = new PerlinNoise(random, 16);
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}
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TheEndLevelRandomLevelSource::~TheEndLevelRandomLevelSource() {
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delete random;
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delete pprandom;
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delete lperlinNoise1;
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delete lperlinNoise2;
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delete perlinNoise1;
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delete scaleNoise;
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delete depthNoise;
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}
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void TheEndLevelRandomLevelSource::prepareHeights(int xOffs, int zOffs,
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std::vector<uint8_t>& blocks,
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std::vector<Biome*>& biomes) {
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std::vector<double> buffer; // 4J - used to be declared with class level scope but
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// tidying up for thread safety reasons
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int xChunks = 16 / CHUNK_WIDTH;
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int xSize = xChunks + 1;
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int ySize = Level::genDepth / CHUNK_HEIGHT + 1;
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int zSize = xChunks + 1;
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buffer = getHeights(buffer, xOffs * xChunks, 0, zOffs * xChunks, xSize,
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ySize, zSize);
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for (int xc = 0; xc < xChunks; xc++) {
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for (int zc = 0; zc < xChunks; zc++) {
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for (int yc = 0; yc < Level::genDepth / CHUNK_HEIGHT; yc++) {
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double yStep = 1 / (double)CHUNK_HEIGHT;
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double s0 =
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buffer[((xc + 0) * zSize + (zc + 0)) * ySize + (yc + 0)];
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double s1 =
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buffer[((xc + 0) * zSize + (zc + 1)) * ySize + (yc + 0)];
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double s2 =
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buffer[((xc + 1) * zSize + (zc + 0)) * ySize + (yc + 0)];
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double s3 =
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buffer[((xc + 1) * zSize + (zc + 1)) * ySize + (yc + 0)];
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double s0a =
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(buffer[((xc + 0) * zSize + (zc + 0)) * ySize + (yc + 1)] -
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s0) *
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yStep;
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double s1a =
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(buffer[((xc + 0) * zSize + (zc + 1)) * ySize + (yc + 1)] -
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s1) *
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yStep;
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double s2a =
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(buffer[((xc + 1) * zSize + (zc + 0)) * ySize + (yc + 1)] -
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s2) *
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yStep;
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double s3a =
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(buffer[((xc + 1) * zSize + (zc + 1)) * ySize + (yc + 1)] -
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s3) *
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yStep;
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for (int y = 0; y < CHUNK_HEIGHT; y++) {
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double xStep = 1 / (double)CHUNK_WIDTH;
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double _s0 = s0;
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double _s1 = s1;
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double _s0a = (s2 - s0) * xStep;
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double _s1a = (s3 - s1) * xStep;
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for (int x = 0; x < CHUNK_WIDTH; x++) {
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int offs = (x + xc * CHUNK_WIDTH)
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<< Level::genDepthBitsPlusFour |
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(0 + zc * CHUNK_WIDTH)
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<< Level::genDepthBits |
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(yc * CHUNK_HEIGHT + y);
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int step = 1 << Level::genDepthBits;
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double zStep = 1 / (double)CHUNK_WIDTH;
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double val = _s0;
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double vala = (_s1 - _s0) * zStep;
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for (int z = 0; z < CHUNK_WIDTH; z++) {
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int tileId = 0;
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if (val > 0) {
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tileId = Tile::endStone_Id;
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} else {
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}
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blocks[offs] = (uint8_t)tileId;
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offs += step;
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val += vala;
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}
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_s0 += _s0a;
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_s1 += _s1a;
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}
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s0 += s0a;
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s1 += s1a;
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s2 += s2a;
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s3 += s3a;
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}
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}
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}
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}
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}
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void TheEndLevelRandomLevelSource::buildSurfaces(int xOffs, int zOffs,
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std::vector<uint8_t>& blocks,
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std::vector<Biome*>& biomes) {
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for (int x = 0; x < 16; x++) {
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for (int z = 0; z < 16; z++) {
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int runDepth = 1;
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int run = -1;
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uint8_t top = (uint8_t)Tile::endStone_Id;
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uint8_t material = (uint8_t)Tile::endStone_Id;
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for (int y = Level::genDepthMinusOne; y >= 0; y--) {
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int offs = (z * 16 + x) * Level::genDepth + y;
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int old = blocks[offs];
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if (old == 0) {
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run = -1;
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} else if (old == Tile::stone_Id) {
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if (run == -1) {
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if (runDepth <= 0) {
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top = 0;
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material = (uint8_t)Tile::endStone_Id;
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}
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run = runDepth;
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if (y >= 0)
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blocks[offs] = top;
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else
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blocks[offs] = material;
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} else if (run > 0) {
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run--;
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blocks[offs] = material;
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}
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}
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}
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}
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}
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}
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LevelChunk* TheEndLevelRandomLevelSource::create(int x, int z) {
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return getChunk(x, z);
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}
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LevelChunk* TheEndLevelRandomLevelSource::getChunk(int xOffs, int zOffs) {
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random->setSeed(xOffs * 341873128712l + zOffs * 132897987541l);
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std::vector<Biome*> biomes;
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// 4J - now allocating this with a physical alloc & bypassing general memory
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// management so that it will get cleanly freed
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unsigned int blocksSize = Level::genDepth * 16 * 16;
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uint8_t* tileData = (uint8_t*)malloc(blocksSize);
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memset(tileData, 0, blocksSize);
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std::vector<uint8_t> blocks = std::vector<uint8_t>(tileData, tileData + blocksSize);
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// std::vector<uint8_t> blocks = std::vector<uint8_t>(16 * level->depth * 16);
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// LevelChunk *levelChunk = new LevelChunk(level, blocks, xOffs, zOffs);
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// // 4J moved below
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level->getBiomeSource()->getBiomeBlock(biomes, xOffs * 16, zOffs * 16, 16,
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16, true);
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prepareHeights(xOffs, zOffs, blocks, biomes);
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buildSurfaces(xOffs, zOffs, blocks, biomes);
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// 4J - this now creates compressed block data from the blocks array passed
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// in, so moved it until after the blocks are actually finalised. We also
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// now need to free the passed in blocks as the LevelChunk doesn't use the
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// passed in allocation anymore.
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LevelChunk* levelChunk = new LevelChunk(level, blocks, xOffs, zOffs);
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free(tileData);
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levelChunk->recalcHeightmap();
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// delete blocks.data(); // Don't delete the blocks as the array data is
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// actually owned by the chunk now
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return levelChunk;
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}
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std::vector<double> TheEndLevelRandomLevelSource::getHeights(std::vector<double>& buffer, int x,
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int y, int z, int xSize,
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int ySize, int zSize) {
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if (buffer.empty()) {
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buffer = std::vector<double>(xSize * ySize * zSize);
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}
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double s = 1 * 684.412;
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double hs = 1 * 684.412;
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std::vector<double> pnr, ar, br, sr, dr, fi,
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fis; // 4J - used to be declared with class level scope but moved here
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// for thread safety
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sr = scaleNoise->getRegion(sr, x, z, xSize, zSize, 1.121, 1.121, 0.5);
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dr = depthNoise->getRegion(dr, x, z, xSize, zSize, 200.0, 200.0, 0.5);
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s *= 2;
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pnr = perlinNoise1->getRegion(pnr, x, y, z, xSize, ySize, zSize, s / 80.0,
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hs / 160.0, s / 80.0);
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ar = lperlinNoise1->getRegion(ar, x, y, z, xSize, ySize, zSize, s, hs, s);
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br = lperlinNoise2->getRegion(br, x, y, z, xSize, ySize, zSize, s, hs, s);
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int p = 0;
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int pp = 0;
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for (int xx = 0; xx < xSize; xx++) {
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for (int zz = 0; zz < zSize; zz++) {
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double scale = ((sr[pp] + 256.0) / 512);
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if (scale > 1) scale = 1;
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double depth = (dr[pp] / 8000.0);
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if (depth < 0) depth = -depth * 0.3;
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depth = depth * 3.0 - 2.0;
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float xd = ((xx + x) - 0) / 1.0f;
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float zd = ((zz + z) - 0) / 1.0f;
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float doffs = 100 - sqrt(xd * xd + zd * zd) * 8;
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if (doffs > 80) doffs = 80;
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if (doffs < -100) doffs = -100;
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if (depth > 1) depth = 1;
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depth = depth / 8;
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depth = 0;
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if (scale < 0) scale = 0;
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scale = (scale) + 0.5;
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depth = depth * ySize / 16;
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pp++;
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double yCenter = ySize / 2.0;
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for (int yy = 0; yy < ySize; yy++) {
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double val = 0;
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double yOffs = (yy - (yCenter)) * 8 / scale;
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if (yOffs < 0) yOffs *= -1;
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double bb = ar[p] / 512;
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double cc = br[p] / 512;
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double v = (pnr[p] / 10 + 1) / 2;
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if (v < 0)
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val = bb;
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else if (v > 1)
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val = cc;
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else
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val = bb + (cc - bb) * v;
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val -= 8;
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val += doffs;
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int r = 2;
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if (yy > ySize / 2 - r) {
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double slide = (yy - (ySize / 2 - r)) / (64.0f);
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if (slide < 0) slide = 0;
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if (slide > 1) slide = 1;
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val = val * (1 - slide) + -3000 * slide;
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}
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r = 8;
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if (yy < r) {
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double slide = (r - yy) / (r - 1.0f);
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val = val * (1 - slide) + -30 * slide;
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}
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buffer[p] = val;
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p++;
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}
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}
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}
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return buffer;
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}
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bool TheEndLevelRandomLevelSource::hasChunk(int x, int y) { return true; }
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void TheEndLevelRandomLevelSource::calcWaterDepths(ChunkSource* parent, int xt,
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int zt) {
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int xo = xt * 16;
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int zo = zt * 16;
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for (int x = 0; x < 16; x++) {
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int y = level->getSeaLevel();
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for (int z = 0; z < 16; z++) {
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int xp = xo + x + 7;
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int zp = zo + z + 7;
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int h = level->getHeightmap(xp, zp);
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if (h <= 0) {
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if (level->getHeightmap(xp - 1, zp) > 0 ||
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level->getHeightmap(xp + 1, zp) > 0 ||
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level->getHeightmap(xp, zp - 1) > 0 ||
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level->getHeightmap(xp, zp + 1) > 0) {
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bool hadWater = false;
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if (hadWater ||
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(level->getTile(xp - 1, y, zp) == Tile::calmWater_Id &&
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level->getData(xp - 1, y, zp) < 7))
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hadWater = true;
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if (hadWater ||
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(level->getTile(xp + 1, y, zp) == Tile::calmWater_Id &&
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level->getData(xp + 1, y, zp) < 7))
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hadWater = true;
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if (hadWater ||
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(level->getTile(xp, y, zp - 1) == Tile::calmWater_Id &&
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level->getData(xp, y, zp - 1) < 7))
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hadWater = true;
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if (hadWater ||
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(level->getTile(xp, y, zp + 1) == Tile::calmWater_Id &&
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level->getData(xp, y, zp + 1) < 7))
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hadWater = true;
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if (hadWater) {
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for (int x2 = -5; x2 <= 5; x2++) {
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for (int z2 = -5; z2 <= 5; z2++) {
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int d =
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(x2 > 0 ? x2 : -x2) + (z2 > 0 ? z2 : -z2);
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if (d <= 5) {
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d = 6 - d;
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if (level->getTile(xp + x2, y, zp + z2) ==
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Tile::calmWater_Id) {
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int od =
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level->getData(xp + x2, y, zp + z2);
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if (od < 7 && od < d) {
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level->setData(
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xp + x2, y, zp + z2, d,
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Tile::UPDATE_CLIENTS);
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}
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}
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}
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}
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}
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if (hadWater) {
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level->setTileAndData(xp, y, zp, Tile::calmWater_Id,
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7, Tile::UPDATE_CLIENTS);
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for (int y2 = 0; y2 < y; y2++) {
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level->setTileAndData(xp, y2, zp,
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Tile::calmWater_Id, 8,
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Tile::UPDATE_CLIENTS);
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}
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}
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}
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}
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}
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}
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}
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}
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void TheEndLevelRandomLevelSource::postProcess(ChunkSource* parent, int xt,
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int zt) {
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HeavyTile::instaFall = true;
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int xo = xt * 16;
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int zo = zt * 16;
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// 4J - added. The original java didn't do any setting of the random seed
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// here, and passes the level random to the biome decorator. We'll be
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// running our postProcess in parallel with getChunk etc. so we need to use
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// a separate random - have used the same initialisation code as used in
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// RandomLevelSource::postProcess to make sure this random value is
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// consistent for each world generation.
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pprandom->setSeed(level->getSeed());
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int64_t xScale = pprandom->nextLong() / 2 * 2 + 1;
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int64_t zScale = pprandom->nextLong() / 2 * 2 + 1;
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pprandom->setSeed(((xt * xScale) + (zt * zScale)) ^ level->getSeed());
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Biome* biome = level->getBiome(xo + 16, zo + 16);
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biome->decorate(
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level, pprandom, xo,
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zo); // 4J - passing pprandom rather than level->random here to make
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// this consistent with our parallel world generation
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HeavyTile::instaFall = false;
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app.processSchematics(parent->getChunk(xt, zt));
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}
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bool TheEndLevelRandomLevelSource::save(bool force,
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ProgressListener* progressListener) {
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return true;
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}
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bool TheEndLevelRandomLevelSource::tick() { return false; }
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bool TheEndLevelRandomLevelSource::shouldSave() { return true; }
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std::wstring TheEndLevelRandomLevelSource::gatherStats() {
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return L"RandomLevelSource";
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}
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std::vector<Biome::MobSpawnerData*>* TheEndLevelRandomLevelSource::getMobsAt(
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MobCategory* mobCategory, int x, int y, int z) {
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Biome* biome = level->getBiome(x, z);
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if (biome == nullptr) {
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return nullptr;
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}
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return biome->getMobs(mobCategory);
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}
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TilePos* TheEndLevelRandomLevelSource::findNearestMapFeature(
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Level* level, const std::wstring& featureName, int x, int y, int z) {
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return nullptr;
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}
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void TheEndLevelRandomLevelSource::recreateLogicStructuresForChunk(int chunkX,
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int chunkZ) {
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}
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Reference in New Issue
Block a user