// VanillaFluidSimulator.h #pragma once #include "FloodyFluidSimulator.h" class cVanillaFluidSimulator: public cFloodyFluidSimulator { using Super = cFloodyFluidSimulator; public: cVanillaFluidSimulator( cWorld & a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid, NIBBLETYPE a_Falloff, int a_TickDelay, int a_NumNeighborsForSource ); protected: // cFloodyFluidSimulator overrides: virtual void SpreadXZ(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_NewMeta) override; /** Recursively calculates the minimum number of blocks needed to descend a level. */ int CalculateFlowCost(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, Direction a_Dir, unsigned a_Iteration = 0); } ;