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DistortedHeightmap: Now generates gravel in deep ocean.

This commit is contained in:
STRWarrior 2014-07-28 12:30:16 +02:00
parent fd4ee20b2a
commit 5b69b2ce4f

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