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@@ -125,31 +125,31 @@ Direction cFluidSimulator::GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a
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return NONE;
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}
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BLOCKTYPE BlockID = m_World.GetBlock(a_X, a_Y, a_Z);
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if (!IsAllowedBlock(BlockID)) // No Fluid -> No Flowing direction :D
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if (!IsAllowedBlock(BlockID)) // No Fluid -> No Flowing direction :D
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{
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return NONE;
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}
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/*
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Disabled because of causing problems and being useless atm
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char BlockBelow = m_World.GetBlock(a_X, a_Y - 1, a_Z); //If there is nothing or fluid below it -> dominating flow is down :D
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char BlockBelow = m_World.GetBlock(a_X, a_Y - 1, a_Z); // If there is nothing or fluid below it -> dominating flow is down :D
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if (BlockBelow == E_BLOCK_AIR || IsAllowedBlock(BlockBelow))
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return Y_MINUS;
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*/
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NIBBLETYPE LowestPoint = m_World.GetBlockMeta(a_X, a_Y, a_Z); //Current Block Meta so only lower points will be counted
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int X = 0, Z = 0; //Lowest Pos will be stored here
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NIBBLETYPE LowestPoint = m_World.GetBlockMeta(a_X, a_Y, a_Z); // Current Block Meta so only lower points will be counted
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int X = 0, Z = 0; // Lowest Pos will be stored here
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if (IsAllowedBlock(m_World.GetBlock(a_X, a_Y + 1, a_Z)) && a_Over) //check for upper block to flow because this also affects the flowing direction
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if (IsAllowedBlock(m_World.GetBlock(a_X, a_Y + 1, a_Z)) && a_Over) // check for upper block to flow because this also affects the flowing direction
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{
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return GetFlowingDirection(a_X, a_Y + 1, a_Z, false);
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}
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std::vector< Vector3i * > Points;
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Points.reserve(4); //Already allocate 4 places :D
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Points.reserve(4); // Already allocate 4 places :D
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//add blocks around the checking pos
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// add blocks around the checking pos
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Points.push_back(new Vector3i(a_X - 1, a_Y, a_Z));
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Points.push_back(new Vector3i(a_X + 1, a_Y, a_Z));
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Points.push_back(new Vector3i(a_X, a_Y, a_Z + 1));
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@@ -172,7 +172,7 @@ Direction cFluidSimulator::GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a
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}
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else if(BlockID == E_BLOCK_AIR)
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{
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LowestPoint = 9; //This always dominates
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LowestPoint = 9; // This always dominates
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X = Pos->x;
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Z = Pos->z;
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