/// <summary>Checks if the Frozen flag is set.</summary>
 /// <returns><c>true</c>, if the Frozen flag is set, <c>false</c> otherwise.</returns>
 public static bool IsFrozen(this BiomeMask in_enumVariable)
 => in_enumVariable.HasFlag(BiomeMask.Frozen);
 /// <summary>Checks if the Volcanic flag is set.</summary>
 /// <returns><c>true</c>, if the Volcanic flag is set, <c>false</c> otherwise.</returns>
 public static bool IsVolcanic(this BiomeMask in_enumVariable)
 => in_enumVariable.HasFlag(BiomeMask.Volcanic);
 /// <summary>Checks if the Swampy flag is set.</summary>
 /// <returns><c>true</c>, if the Swampy flag is set, <c>false</c> otherwise.</returns>
 public static bool IsSwampy(this BiomeMask in_enumVariable)
 => in_enumVariable.HasFlag(BiomeMask.Swampy);
 /// <summary>Checks if the Coastal flag is set.</summary>
 /// <returns><c>true</c>, if the Coastal flag is set, <c>false</c> otherwise.</returns>
 public static bool IsCoastal(this BiomeMask in_enumVariable)
 => in_enumVariable.HasFlag(BiomeMask.Coastal);
 /// <summary>Checks if the Heavenly flag is set.</summary>
 /// <returns><c>true</c>, if the Heavenly flag is set, <c>false</c> otherwise.</returns>
 public static bool IsHeavenly(this BiomeMask in_enumVariable)
 => in_enumVariable.HasFlag(BiomeMask.Heavenly);
 /// <summary>Checks if the Forested flag is set.</summary>
 /// <returns><c>true</c>, if the Forested flag is set, <c>false</c> otherwise.</returns>
 public static bool IsForested(this BiomeMask in_enumVariable)
 => in_enumVariable.HasFlag(BiomeMask.Forested);
 /// <summary>Checks if the Deserted flag is set.</summary>
 /// <returns><c>true</c>, if the Deserted flag is set, <c>false</c> otherwise.</returns>
 public static bool IsDeserted(this BiomeMask in_enumVariable)
 => in_enumVariable.HasFlag(BiomeMask.Deserted);