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