virtual void generateBiomes();
virtual void dustTopNodes();
virtual void generateCavesNoiseIntersection(s16 max_stone_y);
- virtual void generateCavesRandomWalk(s16 max_stone_y, s16 large_cave_depth);
+ virtual void generateCavesRandomWalk(s16 max_stone_y, s16 large_cave_ymax);
virtual bool generateCavernsNoise(s16 max_stone_y);
virtual void generateDungeons(s16 max_stone_y);
int large_cave_num_min;
int large_cave_num_max;
float large_cave_flooded;
+ s16 large_cave_depth;
+ s16 dungeon_ymin;
+ s16 dungeon_ymax;
};