for (u32 i = 0; i < caves_count + bruises_count; i++) {
bool large_cave = (i >= caves_count);
- CaveIndev cave(this, &ps, &ps2, node_min, large_cave,
- c_water_source, c_lava_source);
+ CaveIndev cave(this, &ps, &ps2, node_min, large_cave);
cave.makeCave(node_min, node_max, max_stone_y);
}
}
-CaveIndev::CaveIndev(Mapgen *mg, PseudoRandom *ps, PseudoRandom *ps2,
- v3s16 node_min, bool is_large_cave,
- content_t c_water, content_t c_lava) {
+CaveIndev::CaveIndev(MapgenIndev *mg, PseudoRandom *ps, PseudoRandom *ps2,
+ v3s16 node_min, bool is_large_cave) {
this->vm = mg->vm;
this->water_level = mg->water_level;
this->large_cave = is_large_cave;
this->ps = ps;
this->ps2 = ps2;
- this->c_water_source = c_water;
- this->c_lava_source = c_lava;
+ this->c_water_source = mg->c_water_source;
+ this->c_lava_source = mg->c_lava_source;
min_tunnel_diameter = 2;
max_tunnel_diameter = ps->range(2,6);