コード例 #1
0
 public WorldInfo(WorldSettings par1WorldSettings, String par2Str) {
   terrainType = WorldType.DEFAULT;
   randomSeed = par1WorldSettings.getSeed();
   theGameType = par1WorldSettings.getGameType();
   mapFeaturesEnabled = par1WorldSettings.isMapFeaturesEnabled();
   levelName = par2Str;
   hardcore = par1WorldSettings.getHardcoreEnabled();
   terrainType = par1WorldSettings.getTerrainType();
   allowCommands = par1WorldSettings.areCommandsAllowed();
   initialized = false;
 }
コード例 #2
0
ファイル: WorldInfo.java プロジェクト: herpingdo/Hakkit
 public WorldInfo(WorldSettings par1WorldSettings, String par2Str) {
   this.terrainType = WorldType.DEFAULT;
   this.generatorOptions = "";
   this.theGameRules = new GameRules();
   this.randomSeed = par1WorldSettings.getSeed();
   this.theGameType = par1WorldSettings.getGameType();
   this.mapFeaturesEnabled = par1WorldSettings.isMapFeaturesEnabled();
   this.levelName = par2Str;
   this.hardcore = par1WorldSettings.getHardcoreEnabled();
   this.terrainType = par1WorldSettings.getTerrainType();
   this.generatorOptions = par1WorldSettings.func_82749_j();
   this.allowCommands = par1WorldSettings.areCommandsAllowed();
   this.initialized = false;
 }
コード例 #3
0
 public WorldInfo(WorldSettings par1WorldSettings, String par2Str) {
   terrainType = WorldType.DEFAULT;
   generatorOptions = "";
   theGameRules = new GameRules();
   randomSeed = par1WorldSettings.getSeed();
   theGameType = par1WorldSettings.getGameType();
   mapFeaturesEnabled = par1WorldSettings.isMapFeaturesEnabled();
   levelName = par2Str;
   hardcore = par1WorldSettings.getHardcoreEnabled();
   terrainType = par1WorldSettings.getTerrainType();
   generatorOptions = par1WorldSettings.func_82749_j();
   allowCommands = par1WorldSettings.areCommandsAllowed();
   initialized = false;
   if (useNBXlite) {
     snowCovered = ODNBXlite.SnowCovered;
     mapTheme = ODNBXlite.MapTheme;
     mapGen = ODNBXlite.Generator;
     mapGenExtra = ODNBXlite.MapFeatures;
     mapType = ODNBXlite.IndevMapType;
     indevX = ODNBXlite.IndevWidthX;
     indevY = ODNBXlite.IndevHeight;
     indevZ = ODNBXlite.IndevWidthZ;
     flags = ODNBXlite.getFlags();
     structures = ODNBXlite.Structures;
     surrgroundheight = ODNBXlite.SurrGroundHeight;
     surrgroundtype = ODNBXlite.SurrGroundType;
     surrwaterheight = ODNBXlite.SurrWaterHeight;
     surrwatertype = ODNBXlite.SurrWaterType;
     cloudheight = ODNBXlite.CloudHeight;
     skybrightness = ODNBXlite.SkyBrightness;
     skycolor = ODNBXlite.SkyColor;
     fogcolor = ODNBXlite.FogColor;
     cloudcolor = ODNBXlite.CloudColor;
     nbxlite = true;
   }
 }