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@@ -239,14 +239,14 @@ void cFinishGenSprinkleFoliage::GenFinish(cChunkDesc & a_ChunkDesc)
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}
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const float xx = (float)BlockX;
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float val1 = m_Noise.CubicNoise2D(xx * 0.1f, zz * 0.1f );
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float val2 = m_Noise.CubicNoise2D(xx * 0.01f, zz * 0.01f );
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float val1 = m_Noise.CubicNoise2D(xx * 0.1f, zz * 0.1f);
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float val2 = m_Noise.CubicNoise2D(xx * 0.01f, zz * 0.01f);
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switch (a_ChunkDesc.GetBlockType(x, Top, z))
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{
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case E_BLOCK_GRASS:
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{
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float val3 = m_Noise.CubicNoise2D(xx * 0.01f + 10, zz * 0.01f + 10 );
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float val4 = m_Noise.CubicNoise2D(xx * 0.05f + 20, zz * 0.05f + 20 );
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float val3 = m_Noise.CubicNoise2D(xx * 0.01f + 10, zz * 0.01f + 10);
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float val4 = m_Noise.CubicNoise2D(xx * 0.05f + 20, zz * 0.05f + 20);
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if (val1 + val2 > 0.2f)
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{
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a_ChunkDesc.SetBlockType(x, ++Top, z, E_BLOCK_YELLOW_FLOWER);
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