Some const and inheritance correctness (#5014)
* Some const and inheritance correctness * Devirtualise SendBlockTo(Vector3i) Co-authored-by: 12xx12 <12xx12100@gmail.com> Co-authored-by: Tiger Wang <ziwei.tiger@outlook.com>
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@ -486,7 +486,7 @@ void cWorld::CastThunderbolt(Vector3i a_Block)
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int cWorld::GetDefaultWeatherInterval(eWeather a_Weather)
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int cWorld::GetDefaultWeatherInterval(eWeather a_Weather) const
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{
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{
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auto & Random = GetRandomProvider();
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auto & Random = GetRandomProvider();
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switch (a_Weather)
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switch (a_Weather)
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11
src/World.h
11
src/World.h
@ -140,7 +140,7 @@ public:
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/** Returns the default weather interval for the specific weather type.
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/** Returns the default weather interval for the specific weather type.
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Returns -1 for any unknown weather. */
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Returns -1 for any unknown weather. */
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int GetDefaultWeatherInterval(eWeather a_Weather);
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int GetDefaultWeatherInterval(eWeather a_Weather) const;
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/** Returns the current game mode. Partly OBSOLETE, you should use IsGameModeXXX() functions wherever applicable */
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/** Returns the current game mode. Partly OBSOLETE, you should use IsGameModeXXX() functions wherever applicable */
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eGameMode GetGameMode(void) const { return m_GameMode; }
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eGameMode GetGameMode(void) const { return m_GameMode; }
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@ -666,6 +666,8 @@ public:
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/** Retrieves block types of the specified blocks. If a chunk is not loaded, doesn't modify the block. Returns true if all blocks were read. */
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/** Retrieves block types of the specified blocks. If a chunk is not loaded, doesn't modify the block. Returns true if all blocks were read. */
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bool GetBlocks(sSetBlockVector & a_Blocks, bool a_ContinueOnFailure);
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bool GetBlocks(sSetBlockVector & a_Blocks, bool a_ContinueOnFailure);
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using cWorldInterface::SendBlockTo;
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// tolua_begin
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// tolua_begin
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/** Replaces the specified block with air, and calls the OnBroken block handler.
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/** Replaces the specified block with air, and calls the OnBroken block handler.
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@ -697,14 +699,9 @@ public:
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Returns an empty cItems object if the chunk is not present. */
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Returns an empty cItems object if the chunk is not present. */
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cItems PickupsFromBlock(Vector3i a_BlockPos, const cEntity * a_Digger = nullptr, const cItem * a_Tool = nullptr);
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cItems PickupsFromBlock(Vector3i a_BlockPos, const cEntity * a_Digger = nullptr, const cItem * a_Tool = nullptr);
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virtual void SendBlockTo(int a_X, int a_Y, int a_Z, cPlayer & a_Player) override;
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/** Sends the block at the specified coords to the player.
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/** Sends the block at the specified coords to the player.
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Used mainly when plugins disable block-placing or block-breaking, to restore the previous block. */
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Used mainly when plugins disable block-placing or block-breaking, to restore the previous block. */
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void SendBlockTo(const Vector3i a_BlockPos, cPlayer & a_Player)
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virtual void SendBlockTo(int a_X, int a_Y, int a_Z, cPlayer & a_Player) override;
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{
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SendBlockTo(a_BlockPos.x, a_BlockPos.y, a_BlockPos.z, a_Player);
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}
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/** Set default spawn at the given coordinates.
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/** Set default spawn at the given coordinates.
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Returns false if the new spawn couldn't be stored in the INI file. */
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Returns false if the new spawn couldn't be stored in the INI file. */
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