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-rw-r--r--src/Generating/FinishGen.cpp6
-rw-r--r--src/Generating/FinishGen.h7
2 files changed, 8 insertions, 5 deletions
diff --git a/src/Generating/FinishGen.cpp b/src/Generating/FinishGen.cpp
index 0844b01ab..d938c34bd 100644
--- a/src/Generating/FinishGen.cpp
+++ b/src/Generating/FinishGen.cpp
@@ -1001,7 +1001,7 @@ void cFinishGenPassiveMobs::GenFinish(cChunkDesc & a_ChunkDesc)
return;
}
- // Try spawning a pack center 10 times, should get roughly the same probability
+ /** Try spawning a pack center 10 times, should get roughly the same probability */
for (int Tries = 0; Tries < 10; Tries++)
{
int PackCenterX = (m_Noise.IntNoise2DInt(chunkX, chunkZ) / 7) % cChunkDef::Width;
@@ -1030,7 +1030,7 @@ bool cFinishGenPassiveMobs::TrySpawnAnimals(cChunkDesc & a_ChunkDesc, int a_RelX
BLOCKTYPE BlockAtFeet = a_ChunkDesc.GetBlockType(a_RelX, a_RelY, a_RelZ);
BLOCKTYPE BlockUnderFeet = a_ChunkDesc.GetBlockType(a_RelX, a_RelY - 1, a_RelZ);
- // Check block below (opaque, grass, water), and above (air)
+ /** Check block below (opaque, grass, water), and above (air) */
if (AnimalToSpawn == mtSquid && BlockAtFeet != E_BLOCK_WATER)
{
return false;
@@ -1081,7 +1081,7 @@ eMonsterType cFinishGenPassiveMobs::GetRandomMob(cChunkDesc & a_ChunkDesc)
int x = (m_Noise.IntNoise2DInt(chunkX, chunkZ) / 7) % cChunkDef::Width;
int z = (m_Noise.IntNoise2DInt(chunkX, chunkZ) / 7) % cChunkDef::Width;
- // Check biomes first to get a list of animals
+ /** Check biomes first to get a list of animals */
switch (a_ChunkDesc.GetBiome(x, z))
{
// No animals
diff --git a/src/Generating/FinishGen.h b/src/Generating/FinishGen.h
index 15dd70e15..e11e6f414 100644
--- a/src/Generating/FinishGen.h
+++ b/src/Generating/FinishGen.h
@@ -318,6 +318,9 @@ protected:
+/** This class populates generated chunks with packs of biome-dependant animals
+Animals: cows, sheep, pigs, mooshrooms, squid, horses, wolves, ocelots
+*/
class cFinishGenPassiveMobs :
public cFinishGen
{
@@ -328,9 +331,9 @@ public:
protected:
cNoise m_Noise;
- int m_AnimalProbability; // Chance, [0..100], that an animal pack will be generated in a chunk
+ int m_AnimalProbability; /** Chance, [0..100], that an animal pack will be generated in a chunk */
- // cFinishGen override:
+ /** cFinishGen override: */
virtual void GenFinish(cChunkDesc & a_ChunkDesc) override;
/** Tries to spawn a mob in the center of the pack. If successful, spawns 0-5 more. */