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Clean up Noise macros
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@@ -173,7 +173,7 @@ int MapgenV7::getGroundLevelAtPoint(v2s16 p) {
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// Ridge/river terrain calculation
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float width = 0.3;
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float uwatern = NoisePerlin2DNoTxfm(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
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float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
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// actually computing the depth of the ridge is much more expensive;
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// if inside a river, simply guess
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if (uwatern >= -width && uwatern <= width)
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