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	int max_height = H2I(TGPGetMaxHeight());
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	int highest_height = 0;
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	int64 accumulated_height = 0;
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	for (int y = 0; y < _height_map.size_y; y++) {
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		for (int x = 0; x < _height_map.size_x; x++) {
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			int height = H2I(_height_map.height(x, y));
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			TgenSetTileHeight(TileXY(x, y), Clamp(H2I(_height_map.height(x, y)), 0, max_height));
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			accumulated_height += height;
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			if (height > highest_height) highest_height = height;
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			TgenSetTileHeight(TileXY(x, y), Clamp(height, 0, max_height));
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	int tile_count = 0, cur_height = 0;
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	while (tile_count < _height_map.size_x * _height_map.size_y * 2 / 3 && cur_height <= max_height) {
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	int64 average_height = accumulated_height / (_height_map.size_x * _height_map.size_y);
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			for (int x = 0; x < _height_map.size_x; x++) {
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	int tile_count = 0;
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	int cur_height = 0;
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	while (tile_count < _height_map.size_x * _height_map.size_y * 2 / 3 && cur_height <= highest_height) {
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		cur_height++;
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	}
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	if (_settings_game.game_creation.landscape == LT_ARCTIC) {
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		_settings_game.game_creation.snow_line_height = Clamp(cur_height, MIN_SNOWLINE_HEIGHT, MAX_SNOWLINE_HEIGHT);
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	}