New Block property g_BlockIsSolid[]; Fixed ladder, torches and vines placement. (Patch contributed by funmaker)
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1005 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@ -19,6 +19,7 @@ bool g_BlockOneHitDig[256];
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bool g_BlockPistonBreakable[256];
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bool g_BlockIsSnowable[256];
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bool g_BlockRequiresSpecialTool[256];
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bool g_BlockIsSolid[256];
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@ -332,6 +333,7 @@ public:
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memset(g_BlockPistonBreakable, 0x00, sizeof(g_BlockPistonBreakable));
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memset(g_BlockIsSnowable, 0xff, sizeof(g_BlockIsSnowable)); // Set all blocks' snowable to true
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memset(g_BlockRequiresSpecialTool, 0x00, sizeof(g_BlockRequiresSpecialTool)); // Set all blocks to false
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memset(g_BlockIsSolid, 0xff, sizeof(g_BlockIsSolid));
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// Emissive blocks
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g_BlockLightValue[E_BLOCK_FIRE] = 15;
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@ -461,7 +463,6 @@ public:
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g_BlockIsSnowable[E_BLOCK_CHEST] = false;
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g_BlockIsSnowable[E_BLOCK_CROPS] = false;
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g_BlockIsSnowable[E_BLOCK_FIRE] = false;
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g_BlockIsSnowable[E_BLOCK_FIRE] = false;
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g_BlockIsSnowable[E_BLOCK_GLASS] = false;
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g_BlockIsSnowable[E_BLOCK_ICE] = false;
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g_BlockIsSnowable[E_BLOCK_LAVA] = false;
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@ -521,7 +522,68 @@ public:
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g_BlockRequiresSpecialTool[E_BLOCK_NETHER_BRICK_STAIRS] = true;
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g_BlockRequiresSpecialTool[E_BLOCK_VINES] = true;
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// Nonsolid Blocks:
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g_BlockIsSolid[E_BLOCK_AIR] = false;
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g_BlockIsSolid[E_BLOCK_BROWN_MUSHROOM] = false;
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g_BlockIsSolid[E_BLOCK_CACTUS] = false;
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g_BlockIsSolid[E_BLOCK_CHEST] = false;
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g_BlockIsSolid[E_BLOCK_CROPS] = false;
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g_BlockIsSolid[E_BLOCK_FIRE] = false;
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g_BlockIsSolid[E_BLOCK_GLASS] = false;
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g_BlockIsSolid[E_BLOCK_ICE] = false;
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g_BlockIsSolid[E_BLOCK_LAVA] = false;
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g_BlockIsSolid[E_BLOCK_LOCKED_CHEST] = false;
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g_BlockIsSolid[E_BLOCK_REDSTONE_REPEATER_OFF] = false;
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g_BlockIsSolid[E_BLOCK_REDSTONE_REPEATER_ON] = false;
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g_BlockIsSolid[E_BLOCK_REDSTONE_TORCH_OFF] = false;
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g_BlockIsSolid[E_BLOCK_REDSTONE_TORCH_ON] = false;
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g_BlockIsSolid[E_BLOCK_REDSTONE_WIRE] = false;
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g_BlockIsSolid[E_BLOCK_RED_MUSHROOM] = false;
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g_BlockIsSolid[E_BLOCK_RED_ROSE] = false;
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g_BlockIsSolid[E_BLOCK_REEDS] = false;
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g_BlockIsSolid[E_BLOCK_SAPLING] = false;
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g_BlockIsSolid[E_BLOCK_SIGN_POST] = false;
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g_BlockIsSolid[E_BLOCK_SNOW] = false;
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g_BlockIsSolid[E_BLOCK_STATIONARY_LAVA] = false;
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g_BlockIsSolid[E_BLOCK_STATIONARY_WATER] = false;
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g_BlockIsSolid[E_BLOCK_TALL_GRASS] = false;
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g_BlockIsSolid[E_BLOCK_TNT] = false;
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g_BlockIsSolid[E_BLOCK_TORCH] = false;
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g_BlockIsSolid[E_BLOCK_VINES] = false;
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g_BlockIsSolid[E_BLOCK_WALLSIGN] = false;
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g_BlockIsSolid[E_BLOCK_WATER] = false;
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g_BlockIsSolid[E_BLOCK_YELLOW_FLOWER] = false;
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g_BlockIsSolid[E_BLOCK_LEAVES] = false;
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g_BlockIsSolid[E_BLOCK_PISTON] = false;
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g_BlockIsSolid[E_BLOCK_PISTON_EXTENSION] = false;
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g_BlockIsSolid[E_BLOCK_FARMLAND] = false;
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g_BlockIsSolid[E_BLOCK_STONE_SLAB] = false;
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g_BlockIsSolid[E_BLOCK_WOODEN_SLAB] = false;
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g_BlockIsSolid[E_BLOCK_COBBLESTONE_STAIRS] = false;
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g_BlockIsSolid[E_BLOCK_BRICK_STAIRS] = false;
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g_BlockIsSolid[E_BLOCK_STONE_BRICK_STAIRS] = false;
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g_BlockIsSolid[E_BLOCK_NETHER_BRICK_STAIRS] = false;
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g_BlockIsSolid[E_BLOCK_SANDSTONE_STAIRS] = false;
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g_BlockIsSolid[E_BLOCK_SPRUCE_WOOD_STAIRS] = false;
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g_BlockIsSolid[E_BLOCK_BIRCH_WOOD_STAIRS] = false;
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g_BlockIsSolid[E_BLOCK_JUNGLE_WOOD_STAIRS] = false;
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g_BlockIsSolid[E_BLOCK_LADDER] = false;
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g_BlockIsSolid[E_BLOCK_FENCE] = false;
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g_BlockIsSolid[E_BLOCK_CAKE] = false;
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g_BlockIsSolid[E_BLOCK_BED] = false;
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g_BlockIsSolid[E_BLOCK_WOODEN_DOOR] = false;
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g_BlockIsSolid[E_BLOCK_IRON_DOOR] = false;
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g_BlockIsSolid[E_BLOCK_TRAPDOOR] = false;
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g_BlockIsSolid[E_BLOCK_RAIL] = false;
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g_BlockIsSolid[E_BLOCK_LEVER] = false;
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g_BlockIsSolid[E_BLOCK_STONE_PRESSURE_PLATE] = false;
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g_BlockIsSolid[E_BLOCK_WOODEN_PRESSURE_PLATE] = false;
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g_BlockIsSolid[E_BLOCK_STONE_BUTTON] = false;
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g_BlockIsSolid[E_BLOCK_WOODEN_BUTTON] = false;
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g_BlockIsSolid[E_BLOCK_ENCHANTMENT_TABLE] = false;
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g_BlockIsSolid[E_BLOCK_NETHER_PORTAL] = false;
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g_BlockIsSolid[E_BLOCK_END_PORTAL] = false;
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g_BlockIsSolid[E_BLOCK_END_PORTAL_FRAME] = false;
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}
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} BlockPropertiesInitializer;
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@ -666,6 +666,7 @@ extern bool g_BlockOneHitDig[256];
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extern bool g_BlockPistonBreakable[256];
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extern bool g_BlockIsSnowable[256];
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extern bool g_BlockRequiresSpecialTool[256];
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extern bool g_BlockIsSolid[256];
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@ -21,15 +21,52 @@ public:
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virtual void PlaceBlock(cWorld * a_World, cPlayer * a_Player, NIBBLETYPE a_BlockMeta, int a_BlockX, int a_BlockY, int a_BlockZ, char a_Dir) override
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{
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if (!LadderCanBePlacedAt(a_World, a_BlockX, a_BlockY, a_BlockZ, a_Dir))
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{
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a_Dir = FindSuitableDirection(a_World, a_BlockX, a_BlockY, a_BlockZ);
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if (a_Dir == BLOCK_FACE_BOTTOM)
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{
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return;
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}
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}
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a_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, m_BlockType, cLadder::DirectionToMetaData(a_Dir));
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OnPlacedByPlayer(a_World, a_Player, a_BlockX, a_BlockY, a_BlockZ, a_Dir);
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}
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/// Finds a suitable Direction for the Ladder. Returns BLOCK_FACE_BOTTOM on failure
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static char FindSuitableDirection(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ)
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{
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for (int i = 2; i <= 5; i++)
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{
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if (LadderCanBePlacedAt(a_World, a_BlockX, a_BlockY, a_BlockZ, i))
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{
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return i;
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}
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}
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return BLOCK_FACE_BOTTOM;
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}
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static bool LadderCanBePlacedAt(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ, char a_Dir)
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{
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if (a_Dir == BLOCK_FACE_BOTTOM || a_Dir == BLOCK_FACE_TOP )
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{
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return false;
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}
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AddDirection( a_BlockX, a_BlockY, a_BlockZ, a_Dir, true );
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return g_BlockIsSolid[a_World->GetBlock( a_BlockX, a_BlockY, a_BlockZ)];
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}
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virtual bool CanBePlacedAt(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ, char a_Dir) override
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{
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AddDirection( a_BlockX, a_BlockY, a_BlockZ, a_Dir, true );
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return a_World->GetBlock( a_BlockX, a_BlockY, a_BlockZ ) != E_BLOCK_AIR;
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if (LadderCanBePlacedAt(a_World, a_BlockX, a_BlockY, a_BlockZ, a_Dir))
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return true;
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return FindSuitableDirection(a_World, a_BlockX, a_BlockY, a_BlockZ) != BLOCK_FACE_BOTTOM;
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}
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@ -27,7 +27,7 @@ public:
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virtual bool CanBeAt(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ) override
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{
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return a_World->GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ) != E_BLOCK_AIR;
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return g_BlockIsSolid[a_World->GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ)];
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}
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@ -46,59 +46,6 @@ public:
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{
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switch (a_BlockType)
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{
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case E_BLOCK_STONE:
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case E_BLOCK_GRASS:
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case E_BLOCK_DIRT:
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case E_BLOCK_COBBLESTONE:
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case E_BLOCK_PLANKS:
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case E_BLOCK_BEDROCK:
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case E_BLOCK_SAND:
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case E_BLOCK_GRAVEL:
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case E_BLOCK_GOLD_ORE:
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case E_BLOCK_IRON_ORE:
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case E_BLOCK_COAL_ORE:
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case E_BLOCK_LOG:
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case E_BLOCK_SPONGE:
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case E_BLOCK_LAPIS_ORE:
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case E_BLOCK_LAPIS_BLOCK:
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case E_BLOCK_SANDSTONE:
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case E_BLOCK_WOOL:
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case E_BLOCK_GOLD_BLOCK:
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case E_BLOCK_IRON_BLOCK:
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case E_BLOCK_DOUBLE_STONE_SLAB:
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case E_BLOCK_BRICK:
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case E_BLOCK_BOOKCASE:
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case E_BLOCK_MOSSY_COBBLESTONE:
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case E_BLOCK_OBSIDIAN:
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case E_BLOCK_MOB_SPAWNER:
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case E_BLOCK_DIAMOND_ORE:
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case E_BLOCK_DIAMOND_BLOCK:
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case E_BLOCK_CRAFTING_TABLE:
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case E_BLOCK_REDSTONE_ORE:
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case E_BLOCK_REDSTONE_ORE_GLOWING:
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case E_BLOCK_SNOW_BLOCK:
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case E_BLOCK_CLAY:
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case E_BLOCK_JUKEBOX:
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case E_BLOCK_PUMPKIN:
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case E_BLOCK_NETHERRACK:
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case E_BLOCK_SOULSAND:
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case E_BLOCK_JACK_O_LANTERN:
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case E_BLOCK_LOCKED_CHEST:
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case E_BLOCK_STONE_BRICKS:
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case E_BLOCK_MELON:
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case E_BLOCK_MYCELIUM:
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case E_BLOCK_NETHER_BRICK:
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case E_BLOCK_END_STONE:
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case E_BLOCK_REDSTONE_LAMP_OFF:
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case E_BLOCK_REDSTONE_LAMP_ON:
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case E_BLOCK_DOUBLE_WOODEN_SLAB:
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case E_BLOCK_EMERALD_ORE:
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case E_BLOCK_ENDER_CHEST:
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case E_BLOCK_EMERALD_BLOCK:
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{
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return true;
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}
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case E_BLOCK_GLASS:
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case E_BLOCK_FENCE:
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case E_BLOCK_NETHER_BRICK_FENCE:
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@ -108,7 +55,7 @@ public:
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default:
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{
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return false;
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return g_BlockIsSolid[a_BlockType];
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}
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}
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}
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@ -35,20 +35,20 @@ public:
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return true;
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}
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if ((a_World->GetBlock( a_BlockX, a_BlockY + 1, a_BlockZ ) != E_BLOCK_AIR))
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if (g_BlockIsSolid[a_World->GetBlock( a_BlockX, a_BlockY + 1, a_BlockZ )])
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{
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AddDirection( a_BlockX, a_BlockY, a_BlockZ, a_Dir, true );
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if (a_World->GetBlock( a_BlockX, a_BlockY, a_BlockZ ) == E_BLOCK_AIR)
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if (g_BlockIsSolid[a_World->GetBlock( a_BlockX, a_BlockY, a_BlockZ )]==false)
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{
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AddDirection( a_BlockX, a_BlockY, a_BlockZ, a_Dir, false );
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a_World->FastSetBlock( a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_VINES, 0);
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a_World->SetBlock( a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_VINES, 0);
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}
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return true;
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}
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AddDirection( a_BlockX, a_BlockY, a_BlockZ, a_Dir, true );
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return a_World->GetBlock( a_BlockX, a_BlockY, a_BlockZ ) != E_BLOCK_AIR;
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return g_BlockIsSolid[a_World->GetBlock( a_BlockX, a_BlockY, a_BlockZ)];
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}
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