Grass blockticking fix
git-svn-id: http://mc-server.googlecode.com/svn/trunk@689 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@ -25,41 +25,43 @@ public:
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void OnUpdate(cWorld *a_World, int a_X, int a_Y, int a_Z) override
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{
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if(m_BlockID == E_BLOCK_GRASS)
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if (m_BlockID != E_BLOCK_GRASS)
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{
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//Grass becomes dirt if there is something on top of them
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BLOCKTYPE Above = a_World->GetBlock(a_X, a_Y + 1, a_Z);
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if(!g_BlockTransparent[Above] && !g_BlockOneHitDig[Above])
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return;
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}
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// Grass becomes dirt if there is something on top of it:
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BLOCKTYPE Above = a_World->GetBlock(a_X, a_Y + 1, a_Z);
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if (!g_BlockTransparent[Above] && !g_BlockOneHitDig[Above])
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{
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a_World->FastSetBlock(a_X, a_Y, a_Z, E_BLOCK_DIRT, 0);
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return;
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}
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// Grass spreads to adjacent blocks:
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MTRand rand;
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for (int i = 0; i < 2; i++) // Pick two blocks to grow to
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{
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int OfsX = rand.randInt(2) - 1; // [-1 .. 1]
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int OfsY = rand.randInt(4) - 3; // [-3 .. 1]
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int OfsZ = rand.randInt(2) - 1; // [-1 .. 1]
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BLOCKTYPE DestBlock;
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NIBBLETYPE DestMeta;
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a_World->GetBlockTypeMeta(a_X + OfsX, a_Y + OfsY, a_Z + OfsZ, DestBlock, DestMeta);
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if(DestBlock != E_BLOCK_DIRT)
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{
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a_World->FastSetBlock(a_X, a_Y, a_Z, E_BLOCK_DIRT, 0);
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continue;
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}
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MTRand rand;
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for (int i = 0; i < 2; i++) // Pick two blocks to grow to
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BLOCKTYPE AboveDest;
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NIBBLETYPE AboveMeta;
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a_World->GetBlockTypeMeta(a_X + OfsX, a_Y + OfsY + 1, a_Z + OfsZ, AboveDest, AboveMeta);
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if (g_BlockOneHitDig[AboveDest] || g_BlockTransparent[AboveDest])
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{
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int OfsX = rand.randInt(2) - 1; // [-1 .. 1]
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int OfsY = rand.randInt(4) - 3; // [-3 .. 1]
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int OfsZ = rand.randInt(2) - 1; // [-1 .. 1]
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BLOCKTYPE DestBlock;
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NIBBLETYPE DestMeta;
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a_World->GetBlockTypeMeta(a_X + OfsX, a_Y + OfsY, a_Z + OfsZ, DestBlock, DestMeta);
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if(DestBlock != E_BLOCK_DIRT)
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{
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continue;
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}
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BLOCKTYPE AboveDest;
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NIBBLETYPE AboveMeta;
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a_World->GetBlockTypeMeta(a_X + OfsX, a_Y + OfsY + 1, a_Z + OfsZ, AboveDest, AboveMeta);
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if (g_BlockOneHitDig[AboveDest] || g_BlockTransparent[AboveDest])
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{
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a_World->FastSetBlock(a_X + OfsX, a_Y + OfsY, a_Z + OfsZ, E_BLOCK_GRASS, 0);
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}
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} // for i - repeat twice
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}
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a_World->FastSetBlock(a_X + OfsX, a_Y + OfsY, a_Z + OfsZ, E_BLOCK_GRASS, 0);
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}
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} // for i - repeat twice
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}
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};
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