public override void Process(uint seed) { T[] biomeMap = TerrainMeta.BiomeMap.dst; int num = TerrainMeta.BiomeMap.res; Vector3 position = TerrainMeta.Position; Vector3 size = TerrainMeta.Size; float lootAxisAngle = TerrainMeta.LootAxisAngle; float biomeAxisAngle = TerrainMeta.BiomeAxisAngle; short[] heightMap = TerrainMeta.HeightMap.src; int heightMap1 = TerrainMeta.HeightMap.res; GenerateBiome.Native_GenerateBiome(biomeMap, num, position, size, seed, lootAxisAngle, biomeAxisAngle, heightMap, heightMap1); }
public override void Process(uint seed) { byte[] dst = TerrainMeta.BiomeMap.dst; int res1 = TerrainMeta.BiomeMap.res; Vector3 position = TerrainMeta.Position; Vector3 size1 = TerrainMeta.Size; float lootAxisAngle = TerrainMeta.LootAxisAngle; float biomeAxisAngle = TerrainMeta.BiomeAxisAngle; short[] src = TerrainMeta.HeightMap.src; int res2 = TerrainMeta.HeightMap.res; int res3 = res1; Vector3 pos = position; Vector3 size2 = size1; int num1 = (int)seed; double num2 = (double)lootAxisAngle; double num3 = (double)biomeAxisAngle; short[] heightmap = src; int heightres = res2; GenerateBiome.Native_GenerateBiome(dst, res3, pos, size2, (uint)num1, (float)num2, (float)num3, heightmap, heightres); }