bool TerrainHolder::GetLiquidInfo(float x, float y, float z, float & liquidlevel, uint32 & liquidtype) { VMAP::IVMapManager* vmgr = VMAP::VMapFactory::createOrGetVMapManager(); float flr; if (vmgr->GetLiquidLevel(m_mapid, x, y, z, 0xFF, liquidlevel, flr, liquidtype)) return true; liquidlevel = GetLiquidHeight(x, y); liquidtype = GetLiquidType(x, y); if (liquidtype == 0) return false; return true; }
func Disperse(int angle, int strength) { DisperseMaterial(GetLiquidType(), GetLiquidAmount(), strength, angle); _inherited(...); }