forked from MagicBane/Server
Method cleanup
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@@ -28,8 +28,9 @@ public class Terrain {
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public Vector2f cell_size = new Vector2f();
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public Vector2f cell_count = new Vector2f();
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public float terrain_scale;
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public float min_blend;
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public float max_blend;
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public Vector2f minor_blend;
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public Vector2f major_blend;
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public int heightmap;
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Zone zone;
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@@ -64,8 +65,13 @@ public class Terrain {
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this.cell_size.x = terrain_size.x / this.cell_count.x;
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this.cell_size.y = terrain_size.y / this.cell_count.y;
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this.max_blend = this.zone.max_blend / this.zone.major_radius;
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this.min_blend = this.zone.min_blend / this.zone.minor_radius;
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// Blending and scaling configuration
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this.major_blend.x = this.zone.max_blend / this.zone.major_radius;
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this.major_blend.y = this.zone.min_blend / this.zone.major_radius;
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this.minor_blend.x = this.zone.max_blend / this.zone.minor_radius;
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this.minor_blend.y = this.zone.min_blend / this.zone.minor_radius;
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this.terrain_scale = this.zone.terrain_max_y / 255f;
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@@ -185,25 +191,19 @@ public class Terrain {
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Vector2f normalizedLoc = new Vector2f(zoneOffset.x / this.terrain_size.x,
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zoneOffset.y / terrain_size.y);
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float minp = this.zone.min_blend / this.zone.major_radius;
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float maxp = this.zone.max_blend / this.zone.major_radius;
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float minpy = this.zone.min_blend / this.zone.minor_radius;
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float maxpy = this.zone.max_blend / this.zone.minor_radius;
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float xval;
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if (minp > 0.4f)
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xval = minp;
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if (this.major_blend.y > 0.4f)
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xval = this.major_blend.y;
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else
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xval = Math.min(maxp, 0.4f);
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xval = Math.min(this.major_blend.x, 0.4f);
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float yval;
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if (minpy > 0.4f)
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yval = minpy;
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if (this.minor_blend.y > 0.4f)
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yval = this.minor_blend.y;
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else
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yval = Math.min(maxpy, 0.4f);
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yval = Math.min(this.minor_blend.x, 0.4f);
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float value;
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