Let the liquids flow in the open
No need to curb their spread artificially.
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13
src/map.cpp
13
src/map.cpp
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@ -1703,19 +1703,6 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
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break;
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}
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}
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// don't flow as far in open terrain - if there isn't at least one adjacent solid block,
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// substract another unit from the resulting water level.
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if (!flowing_down && new_node_level >= 1) {
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bool at_wall = false;
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for (u16 i = 0; i < num_neutrals; i++) {
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if (neutrals[i].t == NEIGHBOR_SAME_LEVEL) {
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at_wall = true;
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break;
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}
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}
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if (!at_wall)
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new_node_level -= 1;
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}
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if (new_node_level >= 0)
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new_node_content = liquid_kind;
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