Content packs indices auto build + WorldGenerator fix
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@@ -128,7 +128,9 @@ int generate_tree(fnl_state *noise,
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int cur_x,
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int cur_y,
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int cur_z,
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int tileSize){
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int tileSize,
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blockid_t idWood,
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blockid_t idLeaves){
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const int tileX = floordiv(cur_x, tileSize);
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const int tileZ = floordiv(cur_z, tileSize);
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@@ -152,9 +154,9 @@ int generate_tree(fnl_state *noise,
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int ly = cur_y - height - 3 * radius;
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int lz = cur_z - centerZ;
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if (lx == 0 && lz == 0 && cur_y - height < (3*radius + radius/2))
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return 6;
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return idWood;
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if (lx*lx+ly*ly/2+lz*lz < radius*radius)
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return 7;
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return idLeaves;
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return 0;
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}
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@@ -210,7 +212,7 @@ void WorldGenerator::generate(voxel* voxels, int cx, int cz, int seed){
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} else if (cur_y < height){
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id = idDirt;
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} else {
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int tree = generate_tree(&noise, &randomtree, heights, cur_x, cur_y, cur_z, treesTile);
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int tree = generate_tree(&noise, &randomtree, heights, cur_x, cur_y, cur_z, treesTile, idWood, idLeaves);
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if (tree) {
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id = tree;
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states = BLOCK_DIR_UP;
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@@ -220,7 +222,7 @@ void WorldGenerator::generate(voxel* voxels, int cx, int cz, int seed){
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if (
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((height - (1.1 - 0.2 * pow(height - 54, 4))
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+
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(5*send)) < cur_y + (height - 0.01- (int)height))
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(5*send)) < cur_y + (height - 0.01- (int)height))
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&& (cur_y < height)){
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id = idSand;
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}
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