Bulk clearing of whitespace
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@@ -39,31 +39,31 @@ class cFluidSimulator :
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public cSimulator
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{
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typedef cSimulator super;
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public:
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cFluidSimulator(cWorld & a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid);
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// cSimulator overrides:
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virtual bool IsAllowedBlock(BLOCKTYPE a_BlockType) override;
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/** Gets the flowing direction. If a_Over is true also the block over the current block affects the direction (standard) */
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virtual Direction GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a_Over = true);
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/** Creates a ChunkData object for the simulator to use. The simulator returns the correct object type. */
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virtual cFluidSimulatorData * CreateChunkData(void) { return nullptr; }
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bool IsFluidBlock (BLOCKTYPE a_BlockType) const { return (a_BlockType == m_FluidBlock); }
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bool IsStationaryFluidBlock(BLOCKTYPE a_BlockType) const { return (a_BlockType == m_StationaryFluidBlock); }
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bool IsAnyFluidBlock (BLOCKTYPE a_BlockType) const { return ((a_BlockType == m_FluidBlock) || (a_BlockType == m_StationaryFluidBlock)); }
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static bool CanWashAway(BLOCKTYPE a_BlockType);
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bool IsSolidBlock (BLOCKTYPE a_BlockType);
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bool IsPassableForFluid(BLOCKTYPE a_BlockType);
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/** Returns true if a_Meta1 is a higher fluid than a_Meta2. Takes source blocks into account. */
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bool IsHigherMeta(NIBBLETYPE a_Meta1, NIBBLETYPE a_Meta2);
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protected:
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BLOCKTYPE m_FluidBlock; // The fluid block type that needs simulating
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BLOCKTYPE m_StationaryFluidBlock; // The fluid block type that indicates no simulation is needed
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