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Fix liquid_range
* Prevent graphical glitches on old servers * Fix flowing of liquids with viscosity != 1 and range != 8 * Fix range = 0, no flowing nodes will appear
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2bf9abade2
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2 changed files with 10 additions and 4 deletions
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@ -395,7 +395,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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l = getInteriorLight(n, 0, data);
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video::SColor c = MapBlock_LightColor(f.alpha, l, decode_light(f.light_source));
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u8 range = rangelim(nodedef->get(c_flowing).liquid_range, 0, 8);
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u8 range = rangelim(nodedef->get(c_flowing).liquid_range, 1, 8);
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// Neighbor liquid levels (key = relative position)
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// Includes current node
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@ -429,7 +429,11 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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if(n2.getContent() == c_source)
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level = (-0.5+node_liquid_level) * BS;
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else if(n2.getContent() == c_flowing){
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u8 liquid_level = (n2.param2&LIQUID_LEVEL_MASK) - (LIQUID_LEVEL_MAX+1-range);
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u8 liquid_level = (n2.param2&LIQUID_LEVEL_MASK);
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if (liquid_level <= LIQUID_LEVEL_MAX+1-range)
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liquid_level = 0;
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else
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liquid_level -= (LIQUID_LEVEL_MAX+1-range);
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level = (-0.5 + ((float)liquid_level+ 0.5) / (float)range * node_liquid_level) * BS;
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}
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