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authormadmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2012-10-21 23:15:57 +0200
committermadmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2012-10-21 23:15:57 +0200
commitba8a5184c8a9b7acfb145fe657ebe18541197a00 (patch)
treeed92993c59673cc4adfb37c19761a59b3de282b0 /source/World.h
parentcFinishGenPreSimulator sets correct fluid type (stationary in the middle, flowing on chunk borders / holes next to water. (diff)
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Diffstat (limited to '')
-rw-r--r--source/World.h2
1 files changed, 2 insertions, 0 deletions
diff --git a/source/World.h b/source/World.h
index f9cc83f31..b54e82662 100644
--- a/source/World.h
+++ b/source/World.h
@@ -68,6 +68,7 @@ public:
eGameMode GetGameMode(void) const { return m_GameMode; } //tolua_export
bool IsPVPEnabled(void) const { return m_bEnabledPVP; } //tolua_export
+ bool IsDeepSnowEnabled(void) const { return m_IsDeepSnowEnabled; }
void SetWorldTime(long long a_WorldTime) { m_WorldTime = a_WorldTime; } //tolua_export
@@ -425,6 +426,7 @@ private:
unsigned long long CurrentTick;
eGameMode m_GameMode;
bool m_bEnabledPVP;
+ bool m_IsDeepSnowEnabled;
float m_WorldTimeFraction; // When this > 1.f m_WorldTime is incremented by 20
// The cRedstone class simulates redstone and needs access to m_RSList