18// Creates a list of BBoxes of tesselated segments that are between each neighboring control points (bBoxes[i] contains bBox for spline between controlPoints i and i+1).
30// Callback that calculates the new terrain height. Return float.MAX to keep the original terrain height.
31eventfloatGenerateTerrain(array<vector> aShapeControlPoints, array<vector> aShapeTesselatedPoints, array<float> aShapeDistancesFromStart, array<int> aTesselatedToOriginalIndices, int heightMapXPos, int heightMapYPos, vector closestPointOnLineWP, vector genPointWS, float oldHeight, int tessPointAIdx, int tessPointBIdx, float ABRatio, float terrainInvScale, float signedDistFromSpline) /* signedDistFromSpline is negative, if the point is on the left side from the spline.*/;