void DebuffRiverBankTerrain(ref byte volume, ref byte type, float bottomHeight, float noise2D, float fTerType, IntVector2 worldxz, int vy)
 {
     if (vy > Mathf.CeilToInt(bottomHeight))
     {
         volume = 0;
         type   = BLOCK_AIR;
     }
     else if (vy == Mathf.CeilToInt(bottomHeight))
     {
         float height = bottomHeight % 1;
         if (height == 0)
         {
             height = 1;
         }
         volume = TerrainUtil.HeightToVolume(height);
     }
     else if (vy == Mathf.CeilToInt(bottomHeight) - 1)
     {
         volume = 255;
     }
 }