return m_transforming_liquid.size();
}
-void Map::transformLiquids(std::map<v3s16, MapBlock*> & modified_blocks)
+void Map::transformLiquids(std::map<v3s16, MapBlock*> &modified_blocks)
{
INodeDefManager *nodemgr = m_gamedef->ndef();
std::deque<v3s16> must_reflow;
// List of MapBlocks that will require a lighting update (due to lava)
- std::map<v3s16, MapBlock*> lighting_modified_blocks;
+ std::map<v3s16, MapBlock *> lighting_modified_blocks;
u32 liquid_loop_max = g_settings->getS32("liquid_loop_max");
u32 loop_max = liquid_loop_max;
s8 liquid_level = -1;
content_t liquid_kind = CONTENT_IGNORE;
content_t floodable_node = CONTENT_AIR;
- ContentFeatures cf = nodemgr->get(n0);
+ const ContentFeatures &cf = nodemgr->get(n0);
LiquidType liquid_type = cf.liquid_type;
switch (liquid_type) {
case LIQUID_SOURCE:
}
v3s16 npos = p0 + dirs[i];
NodeNeighbor nb(getNodeNoEx(npos), nt, npos);
- ContentFeatures cfnb = nodemgr->get(nb.n);
+ const ContentFeatures &cfnb = nodemgr->get(nb.n);
switch (nodemgr->get(nb.n.getContent()).liquid_type) {
case LIQUID_NONE:
if (cfnb.floodable) {