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	trim back the flooding a bit more
when not using dynamic_liquid even a little water spreads a lot.
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		| @@ -169,7 +169,7 @@ local level_1_underwater_floor = function(area, data, ai, vi, bi, param2_data) | ||||
| 		if data[ai] == c_air then | ||||
| 			data[ai] = c_water | ||||
| 		end | ||||
| 	elseif math.random() < 0.01 then | ||||
| 	elseif math.random() < 0.001 then | ||||
| 		if data[vi] == c_air then | ||||
| 			data[vi] = c_water | ||||
| 		end | ||||
|   | ||||
| @@ -303,7 +303,7 @@ local level_2_underwater_floor = function(area, data, ai, vi, bi, param2_data) | ||||
| 		if data[ai] == c_air then | ||||
| 			data[ai] = c_water | ||||
| 		end | ||||
| 	elseif math.random() < 0.01 then | ||||
| 	elseif math.random() < 0.001 then | ||||
| 		if data[vi] == c_air then | ||||
| 			data[vi] = c_water | ||||
| 		end | ||||
|   | ||||
| @@ -137,7 +137,7 @@ local level_3_underwater_floor = function(area, data, ai, vi, bi, param2_data) | ||||
| 		if data[ai] == c_air then | ||||
| 			data[ai] = c_water | ||||
| 		end | ||||
| 	elseif math.random() < 0.01 then | ||||
| 	elseif math.random() < 0.001 then | ||||
| 		if data[vi] == c_air then | ||||
| 			data[vi] = c_water | ||||
| 		end | ||||
|   | ||||
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