Quick fix to a bug that makes it possible to raise water levels everywhere with one source
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d57aa531e1
commit
be2ecf9186
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@ -1683,6 +1683,8 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
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if (nodemgr->getId(nodemgr->get(nb.n).liquid_alternative_flowing) != liquid_kind) {
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neutrals[num_neutrals++] = nb;
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} else {
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// Do not count bottom source, it will screw things up
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if(dirs[i].Y != -1)
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sources[num_sources++] = nb;
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}
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break;
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