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-rw-r--r--src/server.cpp16
1 files changed, 7 insertions, 9 deletions
diff --git a/src/server.cpp b/src/server.cpp
index 86096055d..572533146 100644
--- a/src/server.cpp
+++ b/src/server.cpp
@@ -3383,26 +3383,24 @@ v3f Server::findSpawnPos()
return nodeposf * BS;
}
- s16 water_level = map.getWaterLevel();
- s16 vertical_spawn_range = g_settings->getS16("vertical_spawn_range");
bool is_good = false;
// Try to find a good place a few times
- for(s32 i = 0; i < 1000 && !is_good; i++) {
+ for(s32 i = 0; i < 4000 && !is_good; i++) {
s32 range = 1 + i;
// We're going to try to throw the player to this position
v2s16 nodepos2d = v2s16(
-range + (myrand() % (range * 2)),
-range + (myrand() % (range * 2)));
- // Get ground height at point
- s16 groundheight = map.findGroundLevel(nodepos2d);
- // Don't go underwater or to high places
- if (groundheight <= water_level ||
- groundheight > water_level + vertical_spawn_range)
+ // Get spawn level at point
+ s16 spawn_level = m_emerge->getSpawnLevelAtPoint(nodepos2d);
+ // Continue if MAX_MAP_GENERATION_LIMIT was returned by
+ // the mapgen to signify an unsuitable spawn position
+ if (spawn_level == MAX_MAP_GENERATION_LIMIT)
continue;
- v3s16 nodepos(nodepos2d.X, groundheight, nodepos2d.Y);
+ v3s16 nodepos(nodepos2d.X, spawn_level, nodepos2d.Y);
s32 air_count = 0;
for (s32 i = 0; i < 10; i++) {