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author | Giuseppe Bilotta <giuseppe.bilotta@gmail.com> | 2011-08-20 07:54:01 +0200 |
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committer | Perttu Ahola <celeron55@gmail.com> | 2011-08-22 21:45:13 +0300 |
commit | b37fffc2c58ff81d22abad8c147998a033725104 (patch) | |
tree | 58401d4932e8403c83dfce4a35eb3a18f76e1a06 | |
parent | a99450ab729e5dfc04ed22ae8efc14b67adec734 (diff) | |
download | minetest-b37fffc2c58ff81d22abad8c147998a033725104.tar.gz minetest-b37fffc2c58ff81d22abad8c147998a033725104.tar.bz2 minetest-b37fffc2c58ff81d22abad8c147998a033725104.zip |
Hopefully fix 'dangling water'
If a block has (at least visible) liquids, the block below should also
be flowed in.
-rw-r--r-- | src/map.cpp | 3 |
1 files changed, 2 insertions, 1 deletions
diff --git a/src/map.cpp b/src/map.cpp index 3c10e27ee..27a491428 100644 --- a/src/map.cpp +++ b/src/map.cpp @@ -1698,7 +1698,8 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks) max_node_level = LIQUID_LEVEL_MAX; if (nb_liquid_level + WATER_DROP_BOOST < LIQUID_LEVEL_MAX) max_node_level = nb_liquid_level + WATER_DROP_BOOST; - } + } else if (nb_liquid_level > max_node_level) + max_node_level = nb_liquid_level; break; case NEIGHBOR_LOWER: break; |