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authorLogicParrot <LogicParrot@users.noreply.github.com>2016-02-05 22:45:45 +0100
committerLogicParrot <LogicParrot@users.noreply.github.com>2016-02-05 22:50:18 +0100
commitca6ef58b1ee8521e4b940ee4883dee714960e413 (patch)
tree8532add455224b07c07a759e3d906f50c0695888 /src/Simulator/FluidSimulator.h
parentMerge pull request #2972 from marvinkopf/PlayerAutoComplete (diff)
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Diffstat (limited to '')
-rw-r--r--src/Simulator/FluidSimulator.h16
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