Extreme Hills M biomes now generate gravel, stone and grass patterns.
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@ -111,7 +111,7 @@ static cDistortedHeightmap::sBlockInfo tbGravel[] =
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static cDistortedHeightmap::sBlockInfo tbStone[] =
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static cDistortedHeightmap::sBlockInfo tbStone[] =
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{
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{
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{E_BLOCK_STONE, 0},
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{E_BLOCK_STONE, 0},
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{E_BLOCK_STONE, 0},
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{E_BLOCK_STONE, 0},
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{E_BLOCK_STONE, 0},
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{E_BLOCK_STONE, 0},
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{E_BLOCK_STONE, 0},
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{E_BLOCK_STONE, 0},
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@ -769,7 +769,15 @@ void cDistortedHeightmap::ComposeColumn(cChunkDesc & a_ChunkDesc, int a_RelX, in
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NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(m_CurChunkX * cChunkDef::Width + a_RelX)) / FrequencyX;
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NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(m_CurChunkX * cChunkDef::Width + a_RelX)) / FrequencyX;
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NOISE_DATATYPE NoiseY = ((NOISE_DATATYPE)(m_CurChunkZ * cChunkDef::Width + a_RelZ)) / FrequencyZ;
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NOISE_DATATYPE NoiseY = ((NOISE_DATATYPE)(m_CurChunkZ * cChunkDef::Width + a_RelZ)) / FrequencyZ;
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NOISE_DATATYPE Val = m_OceanFloorSelect.CubicNoise2D(NoiseX, NoiseY);
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NOISE_DATATYPE Val = m_OceanFloorSelect.CubicNoise2D(NoiseX, NoiseY);
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const sBlockInfo * Pattern = (Val < -0.1) ? patGravel.Get() : patGrass.Get();
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const sBlockInfo * Pattern;
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if (Val <= 0.0)
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{
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Pattern = (Val < -0.3) ? patGravel.Get() : patGrass.Get();
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}
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else
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{
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Pattern = (Val < 0.3) ? patStone.Get() : patGrass.Get();
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}
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FillColumnPattern(a_ChunkDesc, a_RelX, a_RelZ, Pattern);
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FillColumnPattern(a_ChunkDesc, a_RelX, a_RelZ, Pattern);
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return;
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return;
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}
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}
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