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authorFelix Krause <flyx@isobeef.org>2011-07-16 16:01:37 +0200
committerNils Dagsson Moskopp <nils@dieweltistgarnichtso.net>2011-07-18 02:37:19 +0200
commitf1e8ff22459bcd4fdbbe855a031d29744640ea99 (patch)
tree8e28b776a816e7ab5646da249129059d24816bc8 /src/content_mapblock.cpp
parent2586a186bd0e05d7c746e1b316f23ee0866bfa74 (diff)
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* refactored liquid transformation code (has some flaws)
Completely rewrote the liquid transformation. The algorithm now exclusively modifies the current node in one iteration. Another change is that MapNode.param2 now stores a bit that tells other nodes if a flowing liquid node flows downwards. This is accomplished by two masks on param2 for the "flow down" bit and the "liquid level" bits. This will be the base of future improvements to the liquid flow. However, in the current state flowing liquid does not always disappear when cut off its source. Be aware that this branch is work in progress.
Diffstat (limited to 'src/content_mapblock.cpp')
-rw-r--r--src/content_mapblock.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/content_mapblock.cpp b/src/content_mapblock.cpp
index 4c28fe3c6..d8bf71dc0 100644
--- a/src/content_mapblock.cpp
+++ b/src/content_mapblock.cpp
@@ -375,7 +375,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
if(n2.d == CONTENT_WATERSOURCE)
level = (-0.5+node_water_level) * BS;
else if(n2.d == CONTENT_WATER)
- level = (-0.5 + ((float)n2.param2 + 0.5) / 8.0
+ level = (-0.5 + ((float)(n2.param2 & LIQUID_LEVEL_MASK) + 0.5) / 8.0
* node_water_level) * BS;
// Check node above neighbor.