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author | LogicParrot <LogicParrot@users.noreply.github.com> | 2016-02-05 22:45:45 +0100 |
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committer | LogicParrot <LogicParrot@users.noreply.github.com> | 2016-02-05 22:50:18 +0100 |
commit | ca6ef58b1ee8521e4b940ee4883dee714960e413 (patch) | |
tree | 8532add455224b07c07a759e3d906f50c0695888 /src/Simulator/FluidSimulator.h | |
parent | Merge pull request #2972 from marvinkopf/PlayerAutoComplete (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/Simulator/FluidSimulator.h | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/src/Simulator/FluidSimulator.h b/src/Simulator/FluidSimulator.h index 87a1361f1..4d5590e54 100644 --- a/src/Simulator/FluidSimulator.h +++ b/src/Simulator/FluidSimulator.h @@ -39,31 +39,31 @@ class cFluidSimulator : public cSimulator { typedef cSimulator super; - + public: cFluidSimulator(cWorld & a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid); // cSimulator overrides: virtual bool IsAllowedBlock(BLOCKTYPE a_BlockType) override; - + /** Gets the flowing direction. If a_Over is true also the block over the current block affects the direction (standard) */ virtual Direction GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a_Over = true); - + /** Creates a ChunkData object for the simulator to use. The simulator returns the correct object type. */ virtual cFluidSimulatorData * CreateChunkData(void) { return nullptr; } - + bool IsFluidBlock (BLOCKTYPE a_BlockType) const { return (a_BlockType == m_FluidBlock); } bool IsStationaryFluidBlock(BLOCKTYPE a_BlockType) const { return (a_BlockType == m_StationaryFluidBlock); } bool IsAnyFluidBlock (BLOCKTYPE a_BlockType) const { return ((a_BlockType == m_FluidBlock) || (a_BlockType == m_StationaryFluidBlock)); } - + static bool CanWashAway(BLOCKTYPE a_BlockType); - + bool IsSolidBlock (BLOCKTYPE a_BlockType); bool IsPassableForFluid(BLOCKTYPE a_BlockType); - + /** Returns true if a_Meta1 is a higher fluid than a_Meta2. Takes source blocks into account. */ bool IsHigherMeta(NIBBLETYPE a_Meta1, NIBBLETYPE a_Meta2); - + protected: BLOCKTYPE m_FluidBlock; // The fluid block type that needs simulating BLOCKTYPE m_StationaryFluidBlock; // The fluid block type that indicates no simulation is needed |