extern Terrain terrain;
extern Objects objects;
extern int environment;
-extern float terraindetail;
extern float camerashake;
extern bool freeze;
extern int detail;
if(free){
freetime+=multiplier;
- whichpatchx=coords->x/(terrain.size/subdivision*terrain.scale*terraindetail);
- whichpatchz=coords->z/(terrain.size/subdivision*terrain.scale*terraindetail);
+ whichpatchx=coords->x/(terrain.size/subdivision*terrain.scale);
+ whichpatchz=coords->z/(terrain.size/subdivision*terrain.scale);
terrainlight=*coords;
objects.SphereCheckPossible(&terrainlight, 1);