Let the liquids flow in the open
authorGiuseppe Bilotta <giuseppe.bilotta@gmail.com>
Tue, 16 Aug 2011 15:42:28 +0000 (17:42 +0200)
committerGiuseppe Bilotta <giuseppe.bilotta@gmail.com>
Tue, 16 Aug 2011 15:42:28 +0000 (17:42 +0200)
No need to curb their spread artificially.

src/map.cpp

index fa88e846f2bc03b4c4327aa98935389841839f14..17bca82db4410fd490a12d20c000aaa54a2b51ba 100644 (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;