Hopefully fix 'dangling water'
If a block has (at least visible) liquids, the block below should also be flowed in.
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@ -1698,7 +1698,8 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
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max_node_level = LIQUID_LEVEL_MAX;
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max_node_level = LIQUID_LEVEL_MAX;
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if (nb_liquid_level + WATER_DROP_BOOST < LIQUID_LEVEL_MAX)
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if (nb_liquid_level + WATER_DROP_BOOST < LIQUID_LEVEL_MAX)
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max_node_level = nb_liquid_level + WATER_DROP_BOOST;
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max_node_level = nb_liquid_level + WATER_DROP_BOOST;
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}
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} else if (nb_liquid_level > max_node_level)
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max_node_level = nb_liquid_level;
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break;
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break;
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case NEIGHBOR_LOWER:
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case NEIGHBOR_LOWER:
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break;
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break;
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