DistortedHeightmap: Now generates gravel in deep ocean.
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@ -809,7 +809,7 @@ void cDistortedHeightmap::FillColumnPattern(cChunkDesc & a_ChunkDesc, int a_RelX
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}
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// Select the ocean-floor pattern to use:
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a_Pattern = ChooseOceanFloorPattern(a_RelX, a_RelZ);
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a_Pattern = a_ChunkDesc.GetBiome(a_RelX, a_RelZ) == biDeepOcean ? patGravel.Get() : ChooseOceanFloorPattern(a_RelX, a_RelZ);
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HasHadWater = true;
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} // for y
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a_ChunkDesc.SetBlockType(a_RelX, 0, a_RelZ, E_BLOCK_BEDROCK);
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