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-rw-r--r--src/Simulator/FireSimulator.cpp120
-rw-r--r--src/Simulator/FireSimulator.h8
-rw-r--r--src/Simulator/FloodyFluidSimulator.cpp47
-rw-r--r--src/Simulator/FloodyFluidSimulator.h2
4 files changed, 80 insertions, 97 deletions
diff --git a/src/Simulator/FireSimulator.cpp b/src/Simulator/FireSimulator.cpp
index 7862ed335..2b603315e 100644
--- a/src/Simulator/FireSimulator.cpp
+++ b/src/Simulator/FireSimulator.cpp
@@ -102,40 +102,38 @@ void cFireSimulator::SimulateChunk(std::chrono::milliseconds a_Dt, int a_ChunkX,
int NumMSecs = static_cast<int>(a_Dt.count());
for (cCoordWithIntList::iterator itr = Data.begin(); itr != Data.end();)
{
- int x = itr->x;
- int y = itr->y;
- int z = itr->z;
- auto AbsPos = cChunkDef::RelativeToAbsolute({x, y, z}, a_Chunk->GetPosX(), a_Chunk->GetPosZ());
- BLOCKTYPE BlockType = a_Chunk->GetBlock(x, y, z);
+ Vector3i relPos(itr->x, itr->y, itr->z);
+ auto absPos = a_Chunk->RelativeToAbsolute(relPos);
+ auto blockType = a_Chunk->GetBlock(relPos);
- if (!IsAllowedBlock(BlockType))
+ if (!IsAllowedBlock(blockType))
{
// The block is no longer eligible (not a fire block anymore; a player probably placed a block over the fire)
- FIRE_FLOG("FS: Removing block {0}", AbsPos);
+ FIRE_FLOG("FS: Removing block {0}", absPos);
itr = Data.erase(itr);
continue;
}
- auto BurnsForever = ((y > 0) && DoesBurnForever(a_Chunk->GetBlock(x, (y - 1), z)));
- auto BlockMeta = a_Chunk->GetMeta(x, y, z);
+ auto BurnsForever = ((relPos.y > 0) && DoesBurnForever(a_Chunk->GetBlock(relPos.addedY(-1))));
+ auto BlockMeta = a_Chunk->GetMeta(relPos);
auto Raining = std::any_of(std::begin(gCrossCoords), std::end(gCrossCoords),
- [this, AbsPos](Vector3i cc)
+ [this, absPos](Vector3i cc)
{
- return (m_World.IsWeatherWetAtXYZ(AbsPos + cc));
+ return (m_World.IsWeatherWetAtXYZ(absPos + cc));
}
);
// Randomly burn out the fire if it is raining:
if (!BurnsForever && Raining && GetRandomProvider().RandBool(CHANCE_BASE_RAIN_EXTINGUISH + (BlockMeta * CHANCE_AGE_M_RAIN_EXTINGUISH)))
{
- a_Chunk->SetBlock({x, y, z}, E_BLOCK_AIR, 0);
+ a_Chunk->SetBlock(relPos, E_BLOCK_AIR, 0);
itr = Data.erase(itr);
continue;
}
// Try to spread the fire:
- TrySpreadFire(a_Chunk, x, y, z);
+ TrySpreadFire(a_Chunk, relPos);
itr->Data -= NumMSecs;
if (itr->Data >= 0)
@@ -145,20 +143,15 @@ void cFireSimulator::SimulateChunk(std::chrono::milliseconds a_Dt, int a_ChunkX,
continue;
}
- /*
- FIRE_FLOG("FS: Fire at {0} is stepping",
- a_Chunk->PositionToWorldPosition(itr->x, itr->y, itr->z)
- );
- */
+ // FIRE_FLOG("FS: Fire at {0} is stepping", absPos);
+
// Has the fire burnt out?
if (BlockMeta == 0x0f)
{
// The fire burnt out completely
- FIRE_FLOG("FS: Fire at {0} burnt out, removing the fire block",
- a_Chunk->PositionToWorldPosition({itr->x, itr->y, itr->z})
- );
- a_Chunk->SetBlock({x, y, z}, E_BLOCK_AIR, 0);
- RemoveFuelNeighbors(a_Chunk, x, y, z);
+ FIRE_FLOG("FS: Fire at {0} burnt out, removing the fire block", absPos);
+ a_Chunk->SetBlock(relPos, E_BLOCK_AIR, 0);
+ RemoveFuelNeighbors(a_Chunk, relPos);
itr = Data.erase(itr);
continue;
}
@@ -166,10 +159,10 @@ void cFireSimulator::SimulateChunk(std::chrono::milliseconds a_Dt, int a_ChunkX,
// Burn out the fire one step by increasing the meta:
if (!BurnsForever)
{
- a_Chunk->SetMeta(x, y, z, BlockMeta + 1);
+ a_Chunk->SetMeta(relPos, BlockMeta + 1);
}
- itr->Data = GetBurnStepTime(a_Chunk, x, y, z); // TODO: Add some randomness into this
+ itr->Data = GetBurnStepTime(a_Chunk, relPos); // TODO: Add some randomness into this
++itr;
} // for itr - Data[]
}
@@ -278,12 +271,12 @@ void cFireSimulator::AddBlock(Vector3i a_Block, cChunk * a_Chunk)
-int cFireSimulator::GetBurnStepTime(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ)
+int cFireSimulator::GetBurnStepTime(cChunk * a_Chunk, Vector3i a_RelPos)
{
bool IsBlockBelowSolid = false;
- if (a_RelY > 0)
+ if (a_RelPos.y > 0)
{
- BLOCKTYPE BlockBelow = a_Chunk->GetBlock(a_RelX, a_RelY - 1, a_RelZ);
+ BLOCKTYPE BlockBelow = a_Chunk->GetBlock(a_RelPos.addedY(-1));
if (DoesBurnForever(BlockBelow))
{
// Is burning atop of netherrack, burn forever (re-check in 10 sec)
@@ -296,11 +289,11 @@ int cFireSimulator::GetBurnStepTime(cChunk * a_Chunk, int a_RelX, int a_RelY, in
IsBlockBelowSolid = cBlockInfo::IsSolid(BlockBelow);
}
- for (size_t i = 0; i < ARRAYCOUNT(gCrossCoords); i++)
+ for (const auto & cross: gCrossCoords)
{
BLOCKTYPE BlockType;
NIBBLETYPE BlockMeta;
- if (a_Chunk->UnboundedRelGetBlock(a_RelX + gCrossCoords[i].x, a_RelY, a_RelZ + gCrossCoords[i].z, BlockType, BlockMeta))
+ if (a_Chunk->UnboundedRelGetBlock(a_RelPos + cross, BlockType, BlockMeta))
{
if (IsFuel(BlockType))
{
@@ -314,7 +307,7 @@ int cFireSimulator::GetBurnStepTime(cChunk * a_Chunk, int a_RelX, int a_RelY, in
// Checked through everything, nothing was flammable
// If block below isn't solid, we can't have fire, it would be a non-fueled fire
// SetBlock just to make sure fire doesn't spawn
- a_Chunk->SetBlock({a_RelX, a_RelY, a_RelZ}, E_BLOCK_AIR, 0);
+ a_Chunk->SetBlock(a_RelPos, E_BLOCK_AIR, 0);
return 0;
}
return static_cast<int>(m_BurnStepTimeNonfuel);
@@ -324,7 +317,7 @@ int cFireSimulator::GetBurnStepTime(cChunk * a_Chunk, int a_RelX, int a_RelY, in
-void cFireSimulator::TrySpreadFire(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ)
+void cFireSimulator::TrySpreadFire(cChunk * a_Chunk, Vector3i a_RelPos)
{
/*
if (GetRandomProvider().RandBool(0.99))
@@ -334,11 +327,11 @@ void cFireSimulator::TrySpreadFire(cChunk * a_Chunk, int a_RelX, int a_RelY, int
}
*/
- for (int x = a_RelX - 1; x <= a_RelX + 1; x++)
+ for (int x = -1; x <= 1; x++)
{
- for (int z = a_RelZ - 1; z <= a_RelZ + 1; z++)
+ for (int z = -1; z <= 1; z++)
{
- for (int y = a_RelY - 1; y <= a_RelY + 2; y++) // flames spread up one more block than around
+ for (int y = 1; y <= 2; y++) // flames spread up one more block than around
{
// No need to check the coords for equality with the parent block,
// it cannot catch fire anyway (because it's not an air block)
@@ -348,24 +341,18 @@ void cFireSimulator::TrySpreadFire(cChunk * a_Chunk, int a_RelX, int a_RelY, int
continue;
}
- // Start the fire in the neighbor {x, y, z}
- /*
- FIRE_LOG("FS: Trying to start fire at {0}.",
- a_Chunk->PositionToWorldPosition(x, y, z)
- );
- */
- if (CanStartFireInBlock(a_Chunk, x, y, z))
+ // Start the fire in the neighbor a_RelPos + {x, y, z}
+ auto dstRelPos = a_RelPos + Vector3i{x, y, z};
+ if (CanStartFireInBlock(a_Chunk, dstRelPos))
{
- int a_PosX = x + a_Chunk->GetPosX() * cChunkDef::Width;
- int a_PosZ = z + a_Chunk->GetPosZ() * cChunkDef::Width;
-
- if (cRoot::Get()->GetPluginManager()->CallHookBlockSpread(m_World, a_PosX, y, a_PosZ, ssFireSpread))
+ auto dstAbsPos = a_Chunk->RelativeToAbsolute(dstRelPos);
+ if (cRoot::Get()->GetPluginManager()->CallHookBlockSpread(m_World, dstAbsPos.x, dstAbsPos.y, dstAbsPos.z, ssFireSpread))
{
return;
}
- FIRE_FLOG("FS: Starting new fire at {0}.", Vector3i{a_PosX, y, a_PosZ});
- a_Chunk->UnboundedRelSetBlock(x, y, z, E_BLOCK_FIRE, 0);
+ FIRE_FLOG("FS: Starting new fire at {0}.", dstAbsPos);
+ a_Chunk->UnboundedRelSetBlock(dstRelPos, E_BLOCK_FIRE, 0);
}
} // for y
} // for z
@@ -376,45 +363,40 @@ void cFireSimulator::TrySpreadFire(cChunk * a_Chunk, int a_RelX, int a_RelY, int
-void cFireSimulator::RemoveFuelNeighbors(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ)
+void cFireSimulator::RemoveFuelNeighbors(cChunk * a_Chunk, Vector3i a_RelPos)
{
- for (auto & Coord : gNeighborCoords)
+ for (auto & coord : gNeighborCoords)
{
BLOCKTYPE BlockType;
- int X = a_RelX + Coord.x;
- int Z = a_RelZ + Coord.z;
-
- cChunkPtr Neighbour = a_Chunk->GetRelNeighborChunkAdjustCoords(X, Z);
- if (Neighbour == nullptr)
+ auto relPos = a_RelPos + coord;
+ auto neighbor = a_Chunk->GetRelNeighborChunkAdjustCoords(relPos);
+ if (neighbor == nullptr)
{
continue;
}
- BlockType = Neighbour->GetBlock(X, a_RelY + Coord.y, Z);
+ BlockType = neighbor->GetBlock(relPos);
if (!IsFuel(BlockType))
{
continue;
}
- int AbsX = (Neighbour->GetPosX() * cChunkDef::Width) + X;
- int Y = a_RelY + Coord.y;
- int AbsZ = (Neighbour->GetPosZ() * cChunkDef::Width) + Z;
-
+ auto absPos = neighbor->RelativeToAbsolute(relPos);
if (BlockType == E_BLOCK_TNT)
{
- m_World.SpawnPrimedTNT({static_cast<double>(AbsX), static_cast<double>(Y), static_cast<double>(AbsZ)}, 0);
- Neighbour->SetBlock({X, Y, Z}, E_BLOCK_AIR, 0);
+ neighbor->SetBlock(relPos, E_BLOCK_AIR, 0);
+ m_World.SpawnPrimedTNT(absPos, 0);
return;
}
bool ShouldReplaceFuel = (GetRandomProvider().RandBool(m_ReplaceFuelChance * (1.0 / MAX_CHANCE_REPLACE_FUEL)));
- if (ShouldReplaceFuel && !cRoot::Get()->GetPluginManager()->CallHookBlockSpread(m_World, AbsX, Y, AbsZ, ssFireSpread))
+ if (ShouldReplaceFuel && !cRoot::Get()->GetPluginManager()->CallHookBlockSpread(m_World, absPos.x, absPos.y, absPos.z, ssFireSpread))
{
- Neighbour->SetBlock({X, Y, Z}, E_BLOCK_FIRE, 0);
+ neighbor->SetBlock(relPos, E_BLOCK_FIRE, 0);
}
else
{
- Neighbour->SetBlock({X, Y, Z}, E_BLOCK_AIR, 0);
+ neighbor->SetBlock(relPos, E_BLOCK_AIR, 0);
}
} // for i - Coords[]
}
@@ -423,11 +405,11 @@ void cFireSimulator::RemoveFuelNeighbors(cChunk * a_Chunk, int a_RelX, int a_Rel
-bool cFireSimulator::CanStartFireInBlock(cChunk * a_NearChunk, int a_RelX, int a_RelY, int a_RelZ)
+bool cFireSimulator::CanStartFireInBlock(cChunk * a_NearChunk, Vector3i a_RelPos)
{
BLOCKTYPE BlockType;
NIBBLETYPE BlockMeta;
- if (!a_NearChunk->UnboundedRelGetBlock(a_RelX, a_RelY, a_RelZ, BlockType, BlockMeta))
+ if (!a_NearChunk->UnboundedRelGetBlock(a_RelPos, BlockType, BlockMeta))
{
// The chunk is not accessible
return false;
@@ -439,9 +421,9 @@ bool cFireSimulator::CanStartFireInBlock(cChunk * a_NearChunk, int a_RelX, int a
return false;
}
- for (size_t i = 0; i < ARRAYCOUNT(gNeighborCoords); i++)
+ for (const auto & neighbor: gNeighborCoords)
{
- if (!a_NearChunk->UnboundedRelGetBlock(a_RelX + gNeighborCoords[i].x, a_RelY + gNeighborCoords[i].y, a_RelZ + gNeighborCoords[i].z, BlockType, BlockMeta))
+ if (!a_NearChunk->UnboundedRelGetBlock(a_RelPos + neighbor, BlockType, BlockMeta))
{
// Neighbor inaccessible, skip it while evaluating
continue;
diff --git a/src/Simulator/FireSimulator.h b/src/Simulator/FireSimulator.h
index bbfeb045e..236be5686 100644
--- a/src/Simulator/FireSimulator.h
+++ b/src/Simulator/FireSimulator.h
@@ -46,19 +46,19 @@ protected:
virtual void AddBlock(Vector3i a_Block, cChunk * a_Chunk) override;
/** Returns the time [msec] after which the specified fire block is stepped again; based on surrounding fuels */
- int GetBurnStepTime(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ);
+ int GetBurnStepTime(cChunk * a_Chunk, Vector3i a_RelPos);
/** Tries to spread fire to a neighborhood of the specified block */
- void TrySpreadFire(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ);
+ void TrySpreadFire(cChunk * a_Chunk, Vector3i a_RelPos);
/** Removes all burnable blocks neighboring the specified block */
- void RemoveFuelNeighbors(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ);
+ void RemoveFuelNeighbors(cChunk * a_Chunk, Vector3i a_RelPos);
/** Returns true if a fire can be started in the specified block,
that is, it is an air block and has fuel next to it.
Note that a_NearChunk may be a chunk neighbor to the block specified!
The coords are relative to a_NearChunk but not necessarily in it. */
- bool CanStartFireInBlock(cChunk * a_NearChunk, int a_RelX, int a_RelY, int a_RelZ);
+ bool CanStartFireInBlock(cChunk * a_NearChunk, Vector3i a_RelPos);
} ;
diff --git a/src/Simulator/FloodyFluidSimulator.cpp b/src/Simulator/FloodyFluidSimulator.cpp
index f00dd3bfd..b620dddce 100644
--- a/src/Simulator/FloodyFluidSimulator.cpp
+++ b/src/Simulator/FloodyFluidSimulator.cpp
@@ -66,7 +66,7 @@ void cFloodyFluidSimulator::SimulateBlock(cChunk * a_Chunk, int a_RelX, int a_Re
}
// When in contact with water, lava should harden
- if (HardenBlock(a_Chunk, a_RelX, a_RelY, a_RelZ, MyBlock, MyMeta))
+ if (HardenBlock(a_Chunk, {a_RelX, a_RelY, a_RelZ}, MyBlock, MyMeta))
{
// Block was changed, bail out
return;
@@ -221,19 +221,18 @@ void cFloodyFluidSimulator::SpreadToNeighbor(cChunk * a_NearChunk, int a_RelX, i
ASSERT(a_NewMeta <= 8); // Invalid meta values
ASSERT(a_NewMeta > 0); // Source blocks aren't spread
- a_NearChunk = a_NearChunk->GetRelNeighborChunkAdjustCoords(a_RelX, a_RelZ);
+ Vector3i relPos(a_RelX, a_RelY, a_RelZ);
+ a_NearChunk = a_NearChunk->GetRelNeighborChunkAdjustCoords(relPos);
if ((a_NearChunk == nullptr) || (!a_NearChunk->IsValid()))
{
// Chunk not available
return;
}
- const int BlockX = a_NearChunk->GetPosX() * cChunkDef::Width + a_RelX;
- const int BlockZ = a_NearChunk->GetPosZ() * cChunkDef::Width + a_RelZ;
-
+ const auto absPos = a_NearChunk->RelativeToAbsolute(relPos);
BLOCKTYPE BlockType;
NIBBLETYPE BlockMeta;
- a_NearChunk->GetBlockTypeMeta(a_RelX, a_RelY, a_RelZ, BlockType, BlockMeta);
+ a_NearChunk->GetBlockTypeMeta(relPos, BlockType, BlockMeta);
if (IsAllowedBlock(BlockType))
{
@@ -252,13 +251,13 @@ void cFloodyFluidSimulator::SpreadToNeighbor(cChunk * a_NearChunk, int a_RelX, i
// Lava flowing into water, change to stone / cobblestone based on direction:
BLOCKTYPE NewBlock = (a_NewMeta == 8) ? E_BLOCK_STONE : E_BLOCK_COBBLESTONE;
FLUID_FLOG(" Lava flowing into water, turning water at rel {0} into {1}",
- Vector3i{a_RelX, a_RelY, a_RelZ}, ItemTypeToString(NewBlock)
+ relPos, ItemTypeToString(NewBlock)
);
- a_NearChunk->SetBlock({a_RelX, a_RelY, a_RelZ}, NewBlock, 0);
+ a_NearChunk->SetBlock(relPos, NewBlock, 0);
m_World.BroadcastSoundEffect(
"block.lava.extinguish",
- Vector3d(BlockX, a_RelY, BlockZ),
+ absPos,
0.5f,
1.5f
);
@@ -272,13 +271,13 @@ void cFloodyFluidSimulator::SpreadToNeighbor(cChunk * a_NearChunk, int a_RelX, i
// Water flowing into lava, change to cobblestone / obsidian based on dest block:
BLOCKTYPE NewBlock = (BlockMeta == 0) ? E_BLOCK_OBSIDIAN : E_BLOCK_COBBLESTONE;
FLUID_FLOG(" Water flowing into lava, turning lava at rel {0} into {1}",
- Vector3i{a_RelX, a_RelY, a_RelZ}, ItemTypeToString(NewBlock)
+ relPos, ItemTypeToString(NewBlock)
);
- a_NearChunk->SetBlock({a_RelX, a_RelY, a_RelZ}, NewBlock, 0);
+ a_NearChunk->SetBlock(relPos, NewBlock, 0);
m_World.BroadcastSoundEffect(
"block.lava.extinguish",
- Vector3d(BlockX, a_RelY, BlockZ),
+ absPos,
0.5f,
1.5f
);
@@ -302,16 +301,16 @@ void cFloodyFluidSimulator::SpreadToNeighbor(cChunk * a_NearChunk, int a_RelX, i
cBlockHandler * Handler = BlockHandler(BlockType);
if (Handler->DoesDropOnUnsuitable())
{
- m_World.DropBlockAsPickups({BlockX, a_RelY, BlockZ}, nullptr, nullptr);
+ m_World.DropBlockAsPickups(absPos, nullptr, nullptr);
}
} // if (CanWashAway)
// Spread:
- FLUID_FLOG(" Spreading to {0} with meta {1}", Vector3i{BlockX, a_RelY, BlockZ}, a_NewMeta);
- a_NearChunk->SetBlock({a_RelX, a_RelY, a_RelZ}, m_FluidBlock, a_NewMeta);
- m_World.GetSimulatorManager()->WakeUp({BlockX, a_RelY, BlockZ}, a_NearChunk);
+ FLUID_FLOG(" Spreading to {0} with meta {1}", absPos, a_NewMeta);
+ a_NearChunk->SetBlock(relPos, m_FluidBlock, a_NewMeta);
+ m_World.GetSimulatorManager()->WakeUp(absPos, a_NearChunk);
- HardenBlock(a_NearChunk, a_RelX, a_RelY, a_RelZ, m_FluidBlock, a_NewMeta);
+ HardenBlock(a_NearChunk, relPos, m_FluidBlock, a_NewMeta);
}
@@ -365,8 +364,10 @@ bool cFloodyFluidSimulator::CheckNeighborsForSource(cChunk * a_Chunk, int a_RelX
-bool cFloodyFluidSimulator::HardenBlock(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta)
+bool cFloodyFluidSimulator::HardenBlock(cChunk * a_Chunk, Vector3i a_RelPos, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta)
{
+ ASSERT(cChunkDef::IsValidRelPos(a_RelPos));
+
// Only lava blocks can harden
if (!IsBlockLava(a_BlockType))
{
@@ -377,16 +378,16 @@ bool cFloodyFluidSimulator::HardenBlock(cChunk * a_Chunk, int a_RelX, int a_RelY
BLOCKTYPE BlockType;
NIBBLETYPE BlockMeta;
- static const Vector3i Coords[] =
+ static const Vector3i neighborOffsets[] =
{
Vector3i( 1, 0, 0),
Vector3i(-1, 0, 0),
Vector3i( 0, 0, 1),
Vector3i( 0, 0, -1),
};
- for (size_t i = 0; i < ARRAYCOUNT(Coords); i++)
+ for (const auto & ofs: neighborOffsets)
{
- if (!a_Chunk->UnboundedRelGetBlock(a_RelX + Coords[i].x, a_RelY, a_RelZ + Coords[i].z, BlockType, BlockMeta))
+ if (!a_Chunk->UnboundedRelGetBlock(a_RelPos + ofs, BlockType, BlockMeta))
{
continue;
}
@@ -401,13 +402,13 @@ bool cFloodyFluidSimulator::HardenBlock(cChunk * a_Chunk, int a_RelX, int a_RelY
if (a_Meta == 0)
{
// Source lava block
- a_Chunk->SetBlock({a_RelX, a_RelY, a_RelZ}, E_BLOCK_OBSIDIAN, 0);
+ a_Chunk->SetBlock(a_RelPos, E_BLOCK_OBSIDIAN, 0);
return true;
}
// Ignore last lava level
else if (a_Meta <= 4)
{
- a_Chunk->SetBlock({a_RelX, a_RelY, a_RelZ}, E_BLOCK_COBBLESTONE, 0);
+ a_Chunk->SetBlock(a_RelPos, E_BLOCK_COBBLESTONE, 0);
return true;
}
}
diff --git a/src/Simulator/FloodyFluidSimulator.h b/src/Simulator/FloodyFluidSimulator.h
index d193b0f90..1139da1fc 100644
--- a/src/Simulator/FloodyFluidSimulator.h
+++ b/src/Simulator/FloodyFluidSimulator.h
@@ -42,7 +42,7 @@ protected:
/** Checks if the specified block should harden (Water / Lava interaction) and if so, converts it to a suitable block.
Returns whether the block was changed or not. */
- bool HardenBlock(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta);
+ bool HardenBlock(cChunk * a_Chunk, Vector3i a_RelPos, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta);
/** Spread fluid to XZ neighbors.
The coords are of the block currently being processed; a_NewMeta is the new meta for the new fluid block.