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-rw-r--r--src/Generating/FinishGen.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/Generating/FinishGen.cpp b/src/Generating/FinishGen.cpp
index 3f6a1dc7a..4b2cafbca 100644
--- a/src/Generating/FinishGen.cpp
+++ b/src/Generating/FinishGen.cpp
@@ -517,7 +517,7 @@ void cFinishGenTallGrass::GenFinish(cChunkDesc & a_ChunkDesc)
// Get the top block + 1. This is the place where the grass would finaly be placed:
int y = a_ChunkDesc.GetHeight(x, z) + 1;
- if (y >= 255)
+ if (y >= cChunkDef::Height - 1)
{
continue;
}
@@ -1221,7 +1221,7 @@ void cFinishGenPreSimulator::StationarizeFluid(
cFinishGenFluidSprings::cFinishGenFluidSprings(int a_Seed, BLOCKTYPE a_Fluid, cIniFile & a_IniFile, eDimension a_Dimension) :
m_Noise(a_Seed + a_Fluid * 100), // Need to take fluid into account, otherwise water and lava springs generate next to each other
- m_HeightDistribution(255),
+ m_HeightDistribution(cChunkDef::Height - 1),
m_Fluid(a_Fluid)
{
bool IsWater = (a_Fluid == E_BLOCK_WATER);