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author | Perttu Ahola <celeron55@gmail.com> | 2011-01-26 00:41:06 +0200 |
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committer | Perttu Ahola <celeron55@gmail.com> | 2011-01-26 00:41:06 +0200 |
commit | 9f882bf74d452521cb7fb1806ab453aaa28da343 (patch) | |
tree | a5676871bd8f3adf44fade49162ea0342d49ac4d /src/voxel.h | |
parent | 035345f13d2da9eced87a426a671d3bc4df392b5 (diff) | |
download | minetest-9f882bf74d452521cb7fb1806ab453aaa28da343.tar.gz minetest-9f882bf74d452521cb7fb1806ab453aaa28da343.tar.bz2 minetest-9f882bf74d452521cb7fb1806ab453aaa28da343.zip |
Reworked texture, material, mineral and whatever handling
Diffstat (limited to 'src/voxel.h')
-rw-r--r-- | src/voxel.h | 56 |
1 files changed, 0 insertions, 56 deletions
diff --git a/src/voxel.h b/src/voxel.h index 80d292891..ff5d534cb 100644 --- a/src/voxel.h +++ b/src/voxel.h @@ -411,62 +411,6 @@ public: void spreadLight(enum LightBank bank, core::map<v3s16, bool> & from_nodes); -#if 0 - // VOXELFLAG_CHECKED2s must usually be cleared before calling - // -1: dead end, 0-255: pressure - // highest_y: Highest found water y is stored here. - // Must be initialized to -32768 - int getWaterPressure(v3s16 p, s16 &highest_y, int recur_count); - - /* - VOXELFLAG_CHECKED3s must usually be cleared before calling. - - active_nodes: surface-touching air nodes with flow-causing - pressure. set-like dummy map container. - - Spreads pressure pr at node p to request_area or as far as - there is invalid pressure. - */ - void spreadWaterPressure(v3s16 p, int pr, - VoxelArea request_area, - core::map<v3s16, u8> &active_nodes, - int recur_count); - - /* - VOXELFLAG_CHECKED3s must usually be cleared before calling. - */ - void updateAreaWaterPressure(VoxelArea a, - core::map<v3s16, u8> &active_nodes, - bool checked3_is_clear=false); - - /* - Returns true if moved something - */ - bool flowWater(v3s16 removed_pos, - core::map<v3s16, u8> &active_nodes, - int recursion_depth=0, - bool debugprint=false, - u32 stoptime=0 - ); - - /* - To flow some water, call this with the target node in - active_nodes - TODO: Make the active_nodes map to contain some vectors - that are properly sorted according to water flow order. - The current order makes water flow strangely if the - first one is always taken. - No, active_nodes should preserve the order stuff is - added to it, in addition to adhering the water flow - order. - */ - void flowWater(core::map<v3s16, u8> &active_nodes, - int recursion_depth=0, - bool debugprint=false, - u32 timelimit=50 - ); -#endif - /* Virtual functions */ |