return;
MapNode n_stone(c_stone);
- u32 index = 0;
+ u32 j = 0;
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 y = node_min.Y; y <= node_max.Y; y++) {
u32 vi = vm->m_area.index(node_min.X, y, z);
for (s16 x = node_min.X; x <= node_max.X; x++) {
- int j = (z - node_min.Z) * csize.X + (x - node_min.X);
+ int index = (z - node_min.Z) * csize.X + (x - node_min.X);
- if (getMountainTerrainFromMap(index, j, y))
+ if (getMountainTerrainFromMap(j, index, y))
vm->m_data[vi] = n_stone;
vi++;
- index++;
+ j++;
}
}
}
// boundary, but the chunk above has not been generated yet
if (y == node_max.Y && c_above == CONTENT_IGNORE &&
y == heightmap[index] && c == c_stone) {
- int j = z * zstride + y * ystride + x;
+ int j = (z - node_min.Z) * zstride +
+ (y - node_min.Y) * ystride +
+ (x - node_min.X);
have_air = !getMountainTerrainFromMap(j, index, y);
}