fixed water regression
if water do water, if not, then cave
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@ -338,17 +338,16 @@ void WorldGen::GenerateChunkData(int chunkX, int chunkY, int chunkZ, int chunkSi
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}
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// Step 1: Terrain Shape (surface and caves) and Ores
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// Step 1: Terrain Shape (surface and caves) and Ores
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if (cave) {
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// TODO: This is where cave stuff goes
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chunkData->push_back(Blocks::AIR);
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continue;
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}
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if (currentY > noiseY and currentY <= waterLevel)
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if (currentY > noiseY and currentY <= waterLevel)
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{
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{
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// TODO: This is where wet stuff goes
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// TODO: This is where wet stuff goes
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chunkData->push_back(Blocks::WATER);
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chunkData->push_back(Blocks::WATER);
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continue;
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continue;
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} else if (cave) {
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// TODO: This is where cave stuff goes
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chunkData->push_back(Blocks::AIR);
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continue;
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}
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}
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// Ground
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// Ground
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