m_transforming_liquid.push_back(iter);
voxalgo::update_lighting_nodes(this, changed_nodes, modified_blocks);
-
+ env->getScriptIface()->on_liquid_transformed(changed_nodes);
/* ----------------------------------------------------------------------
* Manage the queue so that it does not grow indefinately
ServerMap::ServerMap(const std::string &savedir, IGameDef *gamedef,
EmergeManager *emerge, MetricsBackend *mb):
Map(gamedef),
- settings_mgr(g_settings, savedir + DIR_DELIM + "map_meta.txt"),
+ settings_mgr(savedir + DIR_DELIM + "map_meta.txt"),
m_emerge(emerge)
{
verbosestream<<FUNCTION_NAME<<std::endl;
return block;
}
+bool ServerMap::isBlockInQueue(v3s16 pos)
+{
+ return m_emerge && m_emerge->isBlockInQueue(pos);
+}
+
// N.B. This requires no synchronization, since data will not be modified unless
// the VoxelManipulator being updated belongs to the same thread.
void ServerMap::updateVManip(v3s16 pos)