#include "debug.h"
#include "mapnode.h"
+// For VC++
+#undef min
+#undef max
+
/*
A fast voxel manipulator class
bool flowWater(v3s16 removed_pos,
core::map<v3s16, u8> &active_nodes,
int recursion_depth=0,
- bool debugprint=false, int *counter=NULL,
- int counterlimit=-1
+ bool debugprint=false,
+ u32 stoptime=0
);
/*
void flowWater(core::map<v3s16, u8> &active_nodes,
int recursion_depth=0,
bool debugprint=false,
- int counterlimit=-1
+ u32 timelimit=50
);
/*
If not found from source, add with VOXELFLAG_INEXISTENT
*/
- virtual void emerge(VoxelArea a)
+ virtual void emerge(VoxelArea a, s32 caller_id=-1)
{
//dstream<<"emerge p=("<<p.X<<","<<p.Y<<","<<p.Z<<")"<<std::endl;
addArea(a);
//TODO: Would these make any speed improvement?
//bool m_pressure_route_valid;
//v3s16 m_pressure_route_surface;
+
+ /*
+ Some settings
+ */
+ bool m_disable_water_climb;
+
private:
};