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Noise: Create a deep copy of NoiseParams
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@@ -246,13 +246,13 @@ float MapgenV6::baseTerrainLevelFromNoise(v2s16 p) {
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if (flags & MG_FLAT)
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return water_level;
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float terrain_base = NoisePerlin2DPosOffset(noise_terrain_base->np,
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float terrain_base = NoisePerlin2DPosOffset(&noise_terrain_base->np,
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p.X, 0.5, p.Y, 0.5, seed);
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float terrain_higher = NoisePerlin2DPosOffset(noise_terrain_higher->np,
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float terrain_higher = NoisePerlin2DPosOffset(&noise_terrain_higher->np,
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p.X, 0.5, p.Y, 0.5, seed);
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float steepness = NoisePerlin2DPosOffset(noise_steepness->np,
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float steepness = NoisePerlin2DPosOffset(&noise_steepness->np,
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p.X, 0.5, p.Y, 0.5, seed);
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float height_select = NoisePerlin2DNoTxfmPosOffset(noise_height_select->np,
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float height_select = NoisePerlin2DNoTxfmPosOffset(&noise_height_select->np,
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p.X, 0.5, p.Y, 0.5, seed);
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return baseTerrainLevel(terrain_base, terrain_higher,
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@@ -550,37 +550,37 @@ void MapgenV6::calculateNoise() {
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// Need to adjust for the original implementation's +.5 offset...
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if (!(flags & MG_FLAT)) {
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noise_terrain_base->perlinMap2D(
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x + 0.5 * noise_terrain_base->np->spread.X,
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z + 0.5 * noise_terrain_base->np->spread.Z);
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x + 0.5 * noise_terrain_base->np.spread.X,
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z + 0.5 * noise_terrain_base->np.spread.Z);
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noise_terrain_base->transformNoiseMap();
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noise_terrain_higher->perlinMap2D(
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x + 0.5 * noise_terrain_higher->np->spread.X,
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z + 0.5 * noise_terrain_higher->np->spread.Z);
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x + 0.5 * noise_terrain_higher->np.spread.X,
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z + 0.5 * noise_terrain_higher->np.spread.Z);
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noise_terrain_higher->transformNoiseMap();
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noise_steepness->perlinMap2D(
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x + 0.5 * noise_steepness->np->spread.X,
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z + 0.5 * noise_steepness->np->spread.Z);
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x + 0.5 * noise_steepness->np.spread.X,
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z + 0.5 * noise_steepness->np.spread.Z);
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noise_steepness->transformNoiseMap();
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noise_height_select->perlinMap2D(
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x + 0.5 * noise_height_select->np->spread.X,
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z + 0.5 * noise_height_select->np->spread.Z);
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x + 0.5 * noise_height_select->np.spread.X,
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z + 0.5 * noise_height_select->np.spread.Z);
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noise_mud->perlinMap2D(
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x + 0.5 * noise_mud->np->spread.X,
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z + 0.5 * noise_mud->np->spread.Z);
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x + 0.5 * noise_mud->np.spread.X,
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z + 0.5 * noise_mud->np.spread.Z);
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noise_mud->transformNoiseMap();
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}
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noise_beach->perlinMap2D(
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x + 0.2 * noise_beach->np->spread.X,
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z + 0.7 * noise_beach->np->spread.Z);
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x + 0.2 * noise_beach->np.spread.X,
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z + 0.7 * noise_beach->np.spread.Z);
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noise_biome->perlinMap2D(
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x + 0.6 * noise_biome->np->spread.X,
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z + 0.2 * noise_biome->np->spread.Z);
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x + 0.6 * noise_biome->np.spread.X,
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z + 0.2 * noise_biome->np.spread.Z);
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}
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