add sound to stone pressure plates
add sound to stone pressure plates
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@ -1161,14 +1161,23 @@ void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_RelBlockX, int a_R
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// MCS feature - stone pressure plates can only be triggered by players :D
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// MCS feature - stone pressure plates can only be triggered by players :D
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cPlayer * a_Player = this->m_World.FindClosestPlayer(Vector3f(BlockX + 0.5f, static_cast<float>(a_RelBlockY), BlockZ + 0.5f), 0.5f, false);
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cPlayer * a_Player = this->m_World.FindClosestPlayer(Vector3f(BlockX + 0.5f, static_cast<float>(a_RelBlockY), BlockZ + 0.5f), 0.5f, false);
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NIBBLETYPE Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
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if (a_Player != nullptr)
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if (a_Player != nullptr)
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{
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{
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if (Meta == E_META_PRESSURE_PLATE_RAISED)
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{
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m_Chunk->BroadcastSoundEffect("random.click", static_cast<double>(BlockX) + 0.5, static_cast<double>(a_RelBlockY) + 0.1, static_cast<double>(BlockZ) + 0.5, 0.3F, 0.5F);
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}
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m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, 0x1);
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m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, 0x1);
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SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
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SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
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SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_YM);
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SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_YM);
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}
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}
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else
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else
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{
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{
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if (Meta == E_META_PRESSURE_PLATE_DEPRESSED)
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{
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m_Chunk->BroadcastSoundEffect("random.click", static_cast<double>(BlockX) + 0.5, static_cast<double>(a_RelBlockY) + 0.1, static_cast<double>(BlockZ) + 0.5, 0.3F, 0.6F);
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}
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m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, 0x0);
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m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, 0x0);
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SetSourceUnpowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk);
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SetSourceUnpowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk);
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}
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}
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