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@ -98,83 +98,80 @@ public class ChunkProviderGenerate implements IChunkProvider
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*/
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public void generateTerrain(BigInteger par1, BigInteger par2, byte[] par3ArrayOfByte)
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{
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byte width1 = 4;
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byte height1 = 16;
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byte seaLevel = 63;
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// int var7 = width1 + 1;
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byte noiseHeight = 17;
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int noiseWidth = width1 + 1;
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this.biomesForGeneration = this.worldObj.getWorldChunkManager().getBiomesForGeneration(this.biomesForGeneration, par1.multiply(BigInteger.valueOf(4)).subtract(BigInteger.valueOf(2)), par2.multiply(BigInteger.valueOf(4)).subtract(BigInteger.valueOf(2)), noiseWidth + 5, noiseWidth + 5);
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this.noiseArray = this.initializeNoiseField(this.noiseArray, par1.multiply(BigInteger.valueOf(width1)), 0, par2.multiply(BigInteger.valueOf(width1)), noiseWidth, noiseHeight, noiseWidth);
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// Scan blocks...
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for (int x1 = 0; x1 < width1; ++x1)
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byte var4 = 4;
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byte var5 = 16;
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byte var6 = 63;
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int var7 = var4 + 1;
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byte var8 = 17;
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int var9 = var4 + 1;
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this.biomesForGeneration = this.worldObj.getWorldChunkManager().getBiomesForGeneration(this.biomesForGeneration, par1.multiply(BigInteger.valueOf(4)).subtract(BigInteger.valueOf(2)), par2.multiply(BigInteger.valueOf(4)).subtract(BigInteger.valueOf(2)), var7 + 5, var9 + 5);
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this.noiseArray = this.initializeNoiseField(this.noiseArray, par1.multiply(BigInteger.valueOf(var4)), 0, par2.multiply(BigInteger.valueOf(var4)), var7, var8, var9);
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for (int var10 = 0; var10 < var4; ++var10)
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{
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for (int z1 = 0; z1 < width1; ++z1)
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for (int var11 = 0; var11 < var4; ++var11)
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{
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for (int y1 = 0; y1 < height1; ++y1)
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for (int var12 = 0; var12 < var5; ++var12)
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{
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// Who is faster? Is LOAD faster or LDC faster?
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double step8 = 0.125D;
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// Evil gradient variables.
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double AA = this.noiseArray[((x1 + 0) * noiseWidth + z1 + 0) * noiseHeight + y1 + 0];
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double BB = this.noiseArray[((x1 + 0) * noiseWidth + z1 + 1) * noiseHeight + y1 + 0];
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double CC = this.noiseArray[((x1 + 1) * noiseWidth + z1 + 0) * noiseHeight + y1 + 0];
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double DD = this.noiseArray[((x1 + 1) * noiseWidth + z1 + 1) * noiseHeight + y1 + 0];
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double stepAA = (this.noiseArray[((x1 + 0) * noiseWidth + z1 + 0) * noiseHeight + y1 + 1] - AA) * step8; // Use 0.125D instead of step8 may faster???
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double stepBB = (this.noiseArray[((x1 + 0) * noiseWidth + z1 + 1) * noiseHeight + y1 + 1] - BB) * step8;
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double stepCC = (this.noiseArray[((x1 + 1) * noiseWidth + z1 + 0) * noiseHeight + y1 + 1] - CC) * step8;
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double stepDD = (this.noiseArray[((x1 + 1) * noiseWidth + z1 + 1) * noiseHeight + y1 + 1] - DD) * step8;
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for (int y2 = 0; y2 < 8; ++y2)
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double var13 = 0.125D;
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double var15 = this.noiseArray[((var10 + 0) * var9 + var11 + 0) * var8 + var12 + 0];
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double var17 = this.noiseArray[((var10 + 0) * var9 + var11 + 1) * var8 + var12 + 0];
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double var19 = this.noiseArray[((var10 + 1) * var9 + var11 + 0) * var8 + var12 + 0];
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double var21 = this.noiseArray[((var10 + 1) * var9 + var11 + 1) * var8 + var12 + 0];
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double var23 = (this.noiseArray[((var10 + 0) * var9 + var11 + 0) * var8 + var12 + 1] - var15) * var13;
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double var25 = (this.noiseArray[((var10 + 0) * var9 + var11 + 1) * var8 + var12 + 1] - var17) * var13;
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double var27 = (this.noiseArray[((var10 + 1) * var9 + var11 + 0) * var8 + var12 + 1] - var19) * var13;
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double var29 = (this.noiseArray[((var10 + 1) * var9 + var11 + 1) * var8 + var12 + 1] - var21) * var13;
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for (int var31 = 0; var31 < 8; ++var31)
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{
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double step4 = 0.25D;
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double EE = AA;
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double FF = BB;
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double stepEE = (CC - AA) * step4;
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double stepFF = (DD - BB) * step4;
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double var32 = 0.25D;
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double var34 = var15;
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double var36 = var17;
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double var38 = (var19 - var15) * var32;
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double var40 = (var21 - var17) * var32;
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for (int x2 = 0; x2 < 4; ++x2)
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for (int var42 = 0; var42 < 4; ++var42)
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{
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int xzy = x2 + x1 * 4 << 11 | 0 + z1 * 4 << 7 | y1 * 8 + y2;
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short height = 128;
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xzy -= height;
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// double var45 = 0.25D;
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double stepGG = (FF - EE) * step4;
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double GG = EE - stepGG;
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for (int z2 = 0; z2 < 4; ++z2)
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int var43 = var42 + var10 * 4 << 11 | 0 + var11 * 4 << 7 | var12 * 8 + var31;
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short var44 = 128;
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var43 -= var44;
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double var45 = 0.25D;
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double var49 = (var36 - var34) * var45;
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double var47 = var34 - var49;
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for (int var51 = 0; var51 < 4; ++var51)
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{
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if(!ENABLE_FRINGE_LAND) {
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GG += stepGG;
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var47 += var49;
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} else {
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if(z2 == 0) GG = EE;
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if(var51 == 0) var47 = var34;
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}
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if (GG > 0.0D)
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if (var47 > 0.0D)
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{
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par3ArrayOfByte[xzy += height] = (byte)Block.stone.blockID;
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par3ArrayOfByte[var43 += var44] = (byte)Block.stone.blockID;
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}
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else if (y1 * 8 + y2 < seaLevel)
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else if (var12 * 8 + var31 < var6)
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{
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par3ArrayOfByte[xzy += height] = (byte)Block.waterStill.blockID;
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par3ArrayOfByte[var43 += var44] = (byte)Block.waterStill.blockID;
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}
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else
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{
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par3ArrayOfByte[xzy += height] = 0;
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par3ArrayOfByte[var43 += var44] = 0;
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}
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if(ENABLE_FRINGE_LAND) {
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GG += stepGG;
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var47 += var49;
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}
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}
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EE += stepEE;
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FF += stepFF;
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var34 += var38;
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var36 += var40;
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}
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AA += stepAA;
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BB += stepBB;
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CC += stepCC;
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DD += stepDD;
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var15 += var23;
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var17 += var25;
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var19 += var27;
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var21 += var29;
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}
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}
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}
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@ -204,15 +201,15 @@ public class ChunkProviderGenerate implements IChunkProvider
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for (int var16 = 127; var16 >= 0; --var16)
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{
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int xzy = (var9 * 16 + var8) * 128 + var16;
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int var17 = (var9 * 16 + var8) * 128 + var16;
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if (var16 <= 0 + this.rand.nextInt(5))
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{
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par3ArrayOfByte[xzy] = (byte)Block.bedrock.blockID;
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par3ArrayOfByte[var17] = (byte)Block.bedrock.blockID;
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}
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else
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{
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byte var18 = par3ArrayOfByte[xzy];
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byte var18 = par3ArrayOfByte[var17];
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if (var18 == 0)
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{
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@ -249,17 +246,17 @@ public class ChunkProviderGenerate implements IChunkProvider
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if (var16 >= var5 - 1)
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{
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par3ArrayOfByte[xzy] = var14;
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par3ArrayOfByte[var17] = var14;
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}
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else
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{
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par3ArrayOfByte[xzy] = var15;
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par3ArrayOfByte[var17] = var15;
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}
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}
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else if (var13 > 0)
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{
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--var13;
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par3ArrayOfByte[xzy] = var15;
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par3ArrayOfByte[var17] = var15;
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if (var13 == 0 && var15 == Block.sand.blockID)
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{
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@ -320,11 +317,11 @@ public class ChunkProviderGenerate implements IChunkProvider
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* generates a subset of the level's terrain data. Takes 7 arguments: the [empty] noise array, the position, and the
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* size.
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*/
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private double[] initializeNoiseField(double[] noiseTable, BigInteger x, int y, BigInteger z, int width, int depth, int height)
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private double[] initializeNoiseField(double[] par1ArrayOfDouble, BigInteger par2, int par3, BigInteger par4, int par5, int par6, int par7)
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{
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if (noiseTable == null)
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if (par1ArrayOfDouble == null)
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{
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noiseTable = new double[width * depth * height];
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par1ArrayOfDouble = new double[par5 * par6 * par7];
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}
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if (this.parabolicField == null)
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@ -341,33 +338,33 @@ public class ChunkProviderGenerate implements IChunkProvider
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}
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}
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double scaleX = 684.412D;
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double scaleY = 684.412D;
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this.noise5 = this.noiseGen5.generateNoiseOctaves(this.noise5, x, z, width, height, 1.121D, 1.121D, 0.5D);
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this.noise6 = this.noiseGen6.generateNoiseOctaves(this.noise6, x, z, width, height, 200.0D, 200.0D, 0.5D);
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this.noise3 = this.noiseGen3.generateNoiseOctaves(this.noise3, x, y, z, width, depth, height, scaleX / 80.0D, scaleY / 160.0D, scaleX / 80.0D);
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this.noise1 = this.noiseGen1.generateNoiseOctaves(this.noise1, x, y, z, width, depth, height, scaleX, scaleY, scaleX);
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this.noise2 = this.noiseGen2.generateNoiseOctaves(this.noise2, x, y, z, width, depth, height, scaleX, scaleY, scaleX);
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double var44 = 684.412D;
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double var45 = 684.412D;
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this.noise5 = this.noiseGen5.generateNoiseOctaves(this.noise5, par2, par4, par5, par7, 1.121D, 1.121D, 0.5D);
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this.noise6 = this.noiseGen6.generateNoiseOctaves(this.noise6, par2, par4, par5, par7, 200.0D, 200.0D, 0.5D);
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this.noise3 = this.noiseGen3.generateNoiseOctaves(this.noise3, par2, par3, par4, par5, par6, par7, var44 / 80.0D, var45 / 160.0D, var44 / 80.0D);
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this.noise1 = this.noiseGen1.generateNoiseOctaves(this.noise1, par2, par3, par4, par5, par6, par7, var44, var45, var44);
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this.noise2 = this.noiseGen2.generateNoiseOctaves(this.noise2, par2, par3, par4, par5, par6, par7, var44, var45, var44);
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boolean var43 = false;
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boolean var42 = false;
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int var12 = 0;
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int var13 = 0;
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for (int var14 = 0; var14 < width; ++var14)
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for (int var14 = 0; var14 < par5; ++var14)
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{
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for (int var15 = 0; var15 < height; ++var15)
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for (int var15 = 0; var15 < par7; ++var15)
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{
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float maxHeight = 0.0F;
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float minHeight = 0.0F;
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float var16 = 0.0F;
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float var17 = 0.0F;
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float var18 = 0.0F;
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byte var19 = 2;
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BiomeGenBase var20 = this.biomesForGeneration[var14 + 2 + (var15 + 2) * (width + 5)];
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BiomeGenBase var20 = this.biomesForGeneration[var14 + 2 + (var15 + 2) * (par5 + 5)];
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for (int var21 = -var19; var21 <= var19; ++var21)
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{
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for (int var22 = -var19; var22 <= var19; ++var22)
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{
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BiomeGenBase var23 = this.biomesForGeneration[var14 + var21 + 2 + (var15 + var22 + 2) * (width + 5)];
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BiomeGenBase var23 = this.biomesForGeneration[var14 + var21 + 2 + (var15 + var22 + 2) * (par5 + 5)];
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float var24 = this.parabolicField[var21 + 2 + (var22 + 2) * 5] / (var23.minHeight + 2.0F);
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if (var23.minHeight > var20.minHeight)
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@ -375,16 +372,16 @@ public class ChunkProviderGenerate implements IChunkProvider
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var24 /= 2.0F;
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}
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maxHeight += var23.maxHeight * var24;
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minHeight += var23.minHeight * var24;
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var16 += var23.maxHeight * var24;
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var17 += var23.minHeight * var24;
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var18 += var24;
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}
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}
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maxHeight /= var18;
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minHeight /= var18;
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maxHeight = maxHeight * 0.9F + 0.1F;
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minHeight = (minHeight * 4.0F - 1.0F) / 8.0F;
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var16 /= var18;
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var17 /= var18;
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var16 = var16 * 0.9F + 0.1F;
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var17 = (var17 * 4.0F - 1.0F) / 8.0F;
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double var46 = this.noise6[var13] / 8000.0D;
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if (var46 < 0.0D)
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@ -418,13 +415,13 @@ public class ChunkProviderGenerate implements IChunkProvider
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++var13;
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for (int var47 = 0; var47 < depth; ++var47)
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for (int var47 = 0; var47 < par6; ++var47)
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{
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double var48 = (double)minHeight;
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double var26 = (double)maxHeight;
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double var48 = (double)var17;
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double var26 = (double)var16;
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var48 += var46 * 0.2D;
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var48 = var48 * (double)depth / 16.0D;
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double var28 = (double)depth / 2.0D + var48 * 4.0D;
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var48 = var48 * (double)par6 / 16.0D;
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double var28 = (double)par6 / 2.0D + var48 * 4.0D;
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double var30 = 0.0D;
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double var32 = ((double)var47 - var28) * 12.0D * 128.0D / 128.0D / var26;
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@ -452,19 +449,19 @@ public class ChunkProviderGenerate implements IChunkProvider
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var30 -= var32;
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if (var47 > depth - 4)
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if (var47 > par6 - 4)
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{
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double var40 = (double)((float)(var47 - (depth - 4)) / 3.0F);
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double var40 = (double)((float)(var47 - (par6 - 4)) / 3.0F);
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var30 = var30 * (1.0D - var40) + -10.0D * var40;
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}
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noiseTable[var12] = var30;
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par1ArrayOfDouble[var12] = var30;
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++var12;
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}
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}
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}
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return noiseTable;
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return par1ArrayOfDouble;
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}
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/**
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