void Spawner::TrySpawn() {
if (controllers.size() >= max_entities) return;
- glm::tvec3<int> chunk(
+ glm::ivec3 chunk(
(rand() % (chunk_range * 2 + 1)) - chunk_range,
(rand() % (chunk_range * 2 + 1)) - chunk_range,
(rand() % (chunk_range * 2 + 1)) - chunk_range
);
- glm::tvec3<int> pos(
+ glm::ivec3 pos(
rand() % Chunk::width,
rand() % Chunk::height,
rand() % Chunk::depth
Spawn(world.Player().ChunkCoords() + chunk, glm::vec3(pos) + glm::vec3(0.5f));
}
-void Spawner::Spawn(const glm::tvec3<int> &chunk, const glm::vec3 &pos) {
+void Spawner::Spawn(const glm::ivec3 &chunk, const glm::vec3 &pos) {
glm::vec3 color(rand() % 6, rand() % 6, rand() % 6);
color = color * 0.15f + 0.25f;