Let the liquids flow in the open

No need to curb their spread artificially.
This commit is contained in:
Giuseppe Bilotta 2011-08-16 17:42:28 +02:00
parent d0711821f3
commit 774faf4e85
1 changed files with 0 additions and 13 deletions

View File

@ -1703,19 +1703,6 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
break;
}
}
// don't flow as far in open terrain - if there isn't at least one adjacent solid block,
// substract another unit from the resulting water level.
if (!flowing_down && new_node_level >= 1) {
bool at_wall = false;
for (u16 i = 0; i < num_neutrals; i++) {
if (neutrals[i].t == NEIGHBOR_SAME_LEVEL) {
at_wall = true;
break;
}
}
if (!at_wall)
new_node_level -= 1;
}
if (new_node_level >= 0)
new_node_content = liquid_kind;