@@ -1270,14 +1270,16 @@ static void River_FoundEndNode(AyStar *a
MarkTileDirtyByTile(tile);
/* Remove desert directly around the river tile. */
CircularTileSearch(&tile, RIVER_OFFSET_DESERT_DISTANCE, RiverModifyDesertZone, nullptr);
}
/* If the river is a main river, go back along the path to widen it. */
if (data->main_river) {
/* If the river is a main river, go back along the path to widen it.
* Don't make wide rivers if we're using the original landscape generator.
*/
if (_settings_game.game_creation.land_generator != LG_ORIGINAL && data->main_river) {
const uint long_river_length = _settings_game.game_creation.min_river_length * 4;
uint current_river_length;
uint radius;
cur_pos = 0;
for (PathNode *path = ¤t->path; path != nullptr; path = path->parent, cur_pos++) {