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; }
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; }
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; } }