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; } }