noise_cavern->perlinMap3D(nmin.X, nmin.Y - 1, nmin.Z);
// Cache cavern_amp values
- float cavern_amp[m_csize.Y + 1];
+ float *cavern_amp = new float[m_csize.Y + 1];
u8 cavern_amp_index = 0; // Index zero at column top
for (s16 y = nmax.Y; y >= nmin.Y - 1; y--, cavern_amp_index++) {
cavern_amp[cavern_amp_index] =
}
}
+ delete[] cavern_amp;
return has_cavern;
}