# flowlib Simple flow functions. ## flowlib.is_touching(realpos, nodepos, radius) Return true if a sphere of at collide with node at . * realpos: position * nodepos: position * radius: number ## flowlib.is_water(pos) Return true if node at is water, false overwise. * pos: position ## flowlib.node_is_water(node) Return true if is water, false overwise. * node: node ## flowlib.is_lava(pos) Return true if node at is lava, false overwise. * pos: position ## flowlib.node_is_lava(node) Return true if is lava, false overwise. * node: node ## flowlib.is_liquid(pos) Return true if node at is liquid, false overwise. * pos: position ## flowlib.node_is_liquid(node) Return true if is liquid, false overwise. * node: node ## flowlib.quick_flow(pos, node) Return direction where the water is flowing (to be use to push mobs, items...). * pos: position * node: node ## flowlib.move_centre(pos, realpos, node, radius) Return the pos of the nearest not water block near from in a sphere of at . WARNING: This function is never used in mcl2, use at your own risk. The informations described here may be wrong. * pos: position * realpos: position, position of the entity * node: node * radius: number ## flowlib.get_liquid_height(pos, pos_offset) Return the exact height that a flowing liquid is rendered at , or nil if there is no flowing liquid in that node. This has sub-node precision. If is specified, then must be rounded to the nearest node, and is the offset from the centre of the node. * pos: position (vector) * pos_offset: offset (vector) - all dimensions must have absolute value of at most 0.5 ## flowlib.liquid_at_exact(pos, pos_offset) Return the liquid that is rendered at , or nil if no liquid is rendered at that position. This has sub-node precision. If is specified, then must be rounded to the nearest node, and is the offset from the centre of the node. * pos: position (vector) * pos_offset: offset (vector) - all dimensions must have absolute value of at most 0.5