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authorGiuseppe Bilotta <giuseppe.bilotta@gmail.com>2011-08-16 17:42:28 +0200
committerGiuseppe Bilotta <giuseppe.bilotta@gmail.com>2011-08-16 17:42:28 +0200
commit774faf4e85c08bb4c78404fb0af4eebfad5720cb (patch)
tree36f71ba00638b5c58a40ab9ef28dde20aabd5b94 /src
parentd0711821f3a4ec2d2e41c7baae37329972781ef3 (diff)
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Let the liquids flow in the open
No need to curb their spread artificially.
Diffstat (limited to 'src')
-rw-r--r--src/map.cpp13
1 files changed, 0 insertions, 13 deletions
diff --git a/src/map.cpp b/src/map.cpp
index fa88e846f..17bca82db 100644
--- a/src/map.cpp
+++ b/src/map.cpp
@@ -1703,19 +1703,6 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
break;
}
}
- // don't flow as far in open terrain - if there isn't at least one adjacent solid block,
- // substract another unit from the resulting water level.
- if (!flowing_down && new_node_level >= 1) {
- bool at_wall = false;
- for (u16 i = 0; i < num_neutrals; i++) {
- if (neutrals[i].t == NEIGHBOR_SAME_LEVEL) {
- at_wall = true;
- break;
- }
- }
- if (!at_wall)
- new_node_level -= 1;
- }
if (new_node_level >= 0)
new_node_content = liquid_kind;