Added some comments
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@ -64,8 +64,10 @@ void cFloodyFluidSimulator::SimulateBlock(cChunk * a_Chunk, int a_RelX, int a_Re
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return;
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return;
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}
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}
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// When in contact with water, lava should harden
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if (HardenBlock(a_Chunk, a_RelX, a_RelY, a_RelZ, MyBlock, MyMeta))
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if (HardenBlock(a_Chunk, a_RelX, a_RelY, a_RelZ, MyBlock, MyMeta))
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{
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{
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// Block was changed, bail out
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return;
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return;
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}
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}
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@ -47,7 +47,10 @@ protected:
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/** Checks if there are enough neighbors to create a source at the coords specified; turns into source and returns true if so. */
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/** Checks if there are enough neighbors to create a source at the coords specified; turns into source and returns true if so. */
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bool CheckNeighborsForSource(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ);
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bool CheckNeighborsForSource(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ);
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/** Check if block should harden (Water/Lava interaction) */
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/** Checks if the specified block should harden (Water/Lava interaction) and if so, converts it to a suitable block.
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*
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* Returns whether the block was changed or not.
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*/
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bool HardenBlock(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta);
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bool HardenBlock(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta);
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/** Spread water to neighbors.
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/** Spread water to neighbors.
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