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Floody fluid simulator can create sourceblocks (configurable in World.ini)

git-svn-id: http://mc-server.googlecode.com/svn/trunk@1119 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
madmaxoft@gmail.com
2013-01-04 05:21:07 +00:00
parent 7860d5156a
commit 412c21a22c
3 changed files with 78 additions and 9 deletions

View File

@@ -2249,11 +2249,10 @@ cFluidSimulator * cWorld::InitializeFluidSimulator(cIniFile & a_IniFile, const c
int Rate = 1;
if (NoCaseCompare(SimulatorName, "floody") == 0)
{
int DefaultFalloff = IsWater ? 1 : 2;
int DefaultTickDelay = IsWater ? 5 : 30;
int Falloff = a_IniFile.GetValueSetI(SimulatorSectionName, "Falloff", DefaultFalloff);
int TickDelay = a_IniFile.GetValueSetI(SimulatorSectionName, "TickDelay", DefaultTickDelay);
res = new cFloodyFluidSimulator(this, a_SimulateBlock, a_StationaryBlock, Falloff, TickDelay);
int Falloff = a_IniFile.GetValueSetI(SimulatorSectionName, "Falloff", IsWater ? 1 : 2);
int TickDelay = a_IniFile.GetValueSetI(SimulatorSectionName, "TickDelay", IsWater ? 5 : 30);
int NumNeighborsForSource = a_IniFile.GetValueSetI(SimulatorSectionName, "NumNeighborsForSource", IsWater ? 2 : -1);
res = new cFloodyFluidSimulator(this, a_SimulateBlock, a_StationaryBlock, Falloff, TickDelay, NumNeighborsForSource);
}
else
{