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Style: Make it clearer what fast lava does.
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@ -23,7 +23,7 @@ namespace MCGalaxy.BlockPhysics {
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const StringComparison comp = StringComparison.Ordinal;
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public static void DoWater(Level lvl, ref Check C) {
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Random rand = lvl.physRandom;
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Random rand = lvl.physRandom;
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if (lvl.finite) {
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lvl.liquids.Remove(C.b);
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FinitePhysics.DoWaterOrLava(lvl, ref C);
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@ -44,25 +44,26 @@ namespace MCGalaxy.BlockPhysics {
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FinitePhysics.DoWaterOrLava(lvl, ref C);
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return;
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}
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if (lvl.randomFlow)
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if (lvl.randomFlow) {
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DoLavaRandowFlow(lvl, ref C, true);
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else
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} else {
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DoLavaUniformFlow(lvl, ref C, true);
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}
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}
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public static void DoFastLava(Level lvl, ref Check C) {
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if (lvl.randomFlow) {
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byte oldTime = C.data.Data;
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if (lvl.randomFlow) {
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DoLavaRandowFlow(lvl, ref C, false);
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if (C.data.Data != 255)
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C.data.Data = oldTime;
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C.data.Data = 0; // no lava delay
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} else {
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DoLavaUniformFlow(lvl, ref C, false);
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}
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}
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static void DoWaterRandowFlow(Level lvl, ref Check C) {
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Random rand = lvl.physRandom;
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Random rand = lvl.physRandom;
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bool[] blocked = null;
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ushort x, y, z;
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lvl.IntToPos(C.b, out x, out y, out z);
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@ -110,7 +111,7 @@ namespace MCGalaxy.BlockPhysics {
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blocked[4] = true;
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} else { //was placed near sponge
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lvl.liquids.TryGetValue(C.b, out blocked);
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lvl.AddUpdate(C.b, Block.air);
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lvl.AddUpdate(C.b, Block.air);
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if (!C.data.HasWait) C.data.Data = 255;
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}
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@ -123,7 +124,7 @@ namespace MCGalaxy.BlockPhysics {
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}
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static void DoWaterUniformFlow(Level lvl, ref Check C) {
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Random rand = lvl.physRandom;
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Random rand = lvl.physRandom;
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lvl.liquids.Remove(C.b);
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ushort x, y, z;
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lvl.IntToPos(C.b, out x, out y, out z);
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@ -175,7 +176,7 @@ namespace MCGalaxy.BlockPhysics {
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}
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static void DoLavaRandowFlow(Level lvl, ref Check C, bool checkWait) {
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Random rand = lvl.physRandom;
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Random rand = lvl.physRandom;
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bool[] blocked = null;
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ushort x, y, z;
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lvl.IntToPos(C.b, out x, out y, out z);
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