ExtremeHillsPlus and ExtremeHills spawn with grass only
Turns out only the M variants have stone and gravel in them.
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@ -675,6 +675,8 @@ void cDistortedHeightmap::ComposeColumn(cChunkDesc & a_ChunkDesc, int a_RelX, in
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case biForestHills:
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case biForestHills:
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case biTaigaHills:
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case biTaigaHills:
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case biExtremeHillsEdge:
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case biExtremeHillsEdge:
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case biExtremeHillsPlus:
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case biExtremeHills:
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case biJungle:
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case biJungle:
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case biJungleHills:
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case biJungleHills:
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case biJungleEdge:
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case biJungleEdge:
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@ -750,18 +752,6 @@ void cDistortedHeightmap::ComposeColumn(cChunkDesc & a_ChunkDesc, int a_RelX, in
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return;
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return;
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}
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}
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case biExtremeHillsPlus:
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case biExtremeHills:
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{
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// Select the pattern to use - stone or grass:
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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 Val = m_OceanFloorSelect.CubicNoise2D(NoiseX, NoiseY);
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const sBlockInfo * Pattern = (Val < -0.1) ? patStone.Get() : patGrass.Get();
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FillColumnPattern(a_ChunkDesc, a_RelX, a_RelZ, Pattern);
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return;
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}
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case biExtremeHillsPlusM:
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case biExtremeHillsPlusM:
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case biExtremeHillsM:
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case biExtremeHillsM:
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{
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{
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