chunk level pressure/density transfer
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@ -290,6 +290,19 @@ public class ServerFluidManager {
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ServerFluidChunk fluidChunk = this.getChunk(worldX, worldY, worldZ);
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ServerFluidChunk fluidChunk = this.getChunk(worldX, worldY, worldZ);
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if(fluidChunk.isAllocated() && !fluidChunk.isAsleep()){
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if(fluidChunk.isAllocated() && !fluidChunk.isAsleep()){
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this.simulationQueue.add(fluidChunk);
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this.simulationQueue.add(fluidChunk);
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for(int i = 0; i < 27; i++){
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if(fluidChunk.neighbors[i] != null){
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fluidChunk.pressureIncoming[i] = fluidChunk.neighbors[i].pressureOutgoing[ServerFluidChunk.CENTER_BUFF];
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fluidChunk.pressureOutgoing[i] = 0;
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fluidChunk.densityIncoming[i] = fluidChunk.neighbors[i].densityOutgoing[ServerFluidChunk.CENTER_BUFF];
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fluidChunk.densityOutgoing[i] = 0;
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} else {
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fluidChunk.pressureIncoming[i] = 0;
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fluidChunk.pressureOutgoing[i] = 0;
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fluidChunk.densityIncoming[i] = 0;
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fluidChunk.densityOutgoing[i] = 0;
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}
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}
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}
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}
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}
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}
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}
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}
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