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author | lapayo94@gmail.com <lapayo94@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6> | 2011-12-28 03:10:05 +0100 |
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committer | lapayo94@gmail.com <lapayo94@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6> | 2011-12-28 03:10:05 +0100 |
commit | 1e9af56a67ae3765291361d9bf01e9009cfb4dcc (patch) | |
tree | 65878a8c373ec163eed3439b7db0fc440810d95b /source/cFluidSimulator.cpp | |
parent | Fixed some things in Core to work for multiple worlds (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | source/cFluidSimulator.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/cFluidSimulator.cpp b/source/cFluidSimulator.cpp index 2ede7ba49..bc9bc8aae 100644 --- a/source/cFluidSimulator.cpp +++ b/source/cFluidSimulator.cpp @@ -224,7 +224,7 @@ Direction cFluidSimulator::GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a */
char LowestPoint = m_World->GetBlockMeta(a_X, a_Y, a_Z); //Current Block Meta so only lower points will be counted
- int X, Y, Z; //Lowest Pos will be stored here
+ int X = 0, Y = 0, Z = 0; //Lowest Pos will be stored here
if(IsAllowedBlock(m_World->GetBlock(a_X, a_Y + 1, a_Z)) && a_Over) //check for upper block to flow because this also affects the flowing direction
{
|