Hopefully fix 'dangling water'

If a block has (at least visible) liquids, the block below should also
be flowed in.
This commit is contained in:
Giuseppe Bilotta 2011-08-20 07:54:01 +02:00 committed by Perttu Ahola
parent a99450ab72
commit b37fffc2c5
1 changed files with 2 additions and 1 deletions

View File

@ -1698,7 +1698,8 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
max_node_level = LIQUID_LEVEL_MAX; max_node_level = LIQUID_LEVEL_MAX;
if (nb_liquid_level + WATER_DROP_BOOST < LIQUID_LEVEL_MAX) if (nb_liquid_level + WATER_DROP_BOOST < LIQUID_LEVEL_MAX)
max_node_level = nb_liquid_level + WATER_DROP_BOOST; max_node_level = nb_liquid_level + WATER_DROP_BOOST;
} } else if (nb_liquid_level > max_node_level)
max_node_level = nb_liquid_level;
break; break;
case NEIGHBOR_LOWER: case NEIGHBOR_LOWER:
break; break;