#include "nodedef.h"
#include "content_mapnode.h" // For content_mapnode_get_new_name
#include "voxelalgorithms.h"
-#include "profiler.h"
#include "settings.h" // For g_settings
#include "emerge.h"
#include "dungeongen.h"
c_mossycobble = c_cobble;
if (c_stair_cobble == CONTENT_IGNORE)
c_stair_cobble = c_cobble;
+ if (c_dirt_with_snow == CONTENT_IGNORE)
+ c_dirt_with_snow = c_dirt_with_grass;
+ if (c_snow == CONTENT_IGNORE)
+ c_snow = CONTENT_AIR;
+ if (c_snowblock == CONTENT_IGNORE)
+ c_snowblock = c_dirt_with_grass;
+ if (c_ice == CONTENT_IGNORE)
+ c_ice = c_water_source;
}
MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
MapNode n_stone(c_stone), n_desert_stone(c_desert_stone);
MapNode n_ice(c_ice);
- int stone_surface_max_y = -MAP_GENERATION_LIMIT;
+ int stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
u32 index = 0;
for (s16 z = node_min.Z; z <= node_max.Z; z++)