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made it to work with my windows compiler
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@@ -2009,9 +2009,10 @@ double tree_amount_2d(u64 seed, v2s16 p)
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double base_rock_level_2d(u64 seed, v2s16 p)
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{
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// The base ground level
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double base = WATER_LEVEL - 4.0 + 25. * noise2d_perlin(
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double base = (double)WATER_LEVEL - 4.0 + 25. * noise2d_perlin(
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0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
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(seed>>32)+654879876, 6, 0.6);
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/*// A bit hillier one
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double base2 = WATER_LEVEL - 4.0 + 40. * noise2d_perlin(
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0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
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@@ -2020,7 +2021,7 @@ double base_rock_level_2d(u64 seed, v2s16 p)
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base = base2;*/
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#if 1
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// Higher ground level
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double higher = WATER_LEVEL + 13. + 50. * noise2d_perlin(
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double higher = (double)WATER_LEVEL + 13. + 50. * noise2d_perlin(
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0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
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seed+85039, 6, 0.69);
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//higher = 30; // For debugging
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@@ -2046,7 +2047,7 @@ double base_rock_level_2d(u64 seed, v2s16 p)
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/*double a = 0.5 + b * (a_off + noise2d_perlin(
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0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
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seed-359, 6, 0.7));*/
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double a = 0.5 + b * (a_off + noise2d_perlin(
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double a = (double)0.5 + b * (a_off + noise2d_perlin(
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0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
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seed-359, 5, 0.60));
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// Limit
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