public void SetTerrain(float[] heightMap)
{
float[] localHeightMap = heightMap;
// If there are multiple requests for changes to the same terrain between ticks,
// only do that last one.
PhysicsScene.PostTaintObject("TerrainManager.SetTerrain", 0,
delegate() { UpdateTerrain(BSScene.TERRAIN_ID, localHeightMap); });
}