// in order for this building to be connected to our building they would have to be the same type
neighborBuildings.floors[x][z] = ((BuildingLot) neighborChunks[x][z]).depth;
}
}
}
neighborBuildings.update();
return neighborBuildings;
}
protected void drawCeilings(WorldGenerator generator, ByteChunk byteChunk, DataContext context, int y1,