Add pressure plate handler
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d6979ad95d
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@ -341,6 +341,8 @@ void cBlockInfo::Initialize(void)
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ms_Info[E_BLOCK_DANDELION ].m_IsSolid = false;
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ms_Info[E_BLOCK_DETECTOR_RAIL ].m_IsSolid = false;
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ms_Info[E_BLOCK_END_PORTAL ].m_IsSolid = false;
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ms_Info[E_BLOCK_FENCE ].m_IsSolid = false;
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ms_Info[E_BLOCK_FENCE_GATE ].m_IsSolid = false;
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ms_Info[E_BLOCK_FIRE ].m_IsSolid = false;
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ms_Info[E_BLOCK_FLOWER ].m_IsSolid = false;
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ms_Info[E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE].m_IsSolid = false;
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@ -56,6 +56,7 @@
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#include "BlockPlanks.h"
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#include "BlockPortal.h"
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#include "BlockPumpkin.h"
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#include "BlockPressurePlate.h"
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#include "BlockQuartz.h"
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#include "BlockRail.h"
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#include "BlockRedstone.h"
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@ -134,6 +135,7 @@ cBlockHandler * cBlockHandler::CreateBlockHandler(BLOCKTYPE a_BlockType)
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case E_BLOCK_GRAVEL: return new cBlockGravelHandler (a_BlockType);
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case E_BLOCK_HAY_BALE: return new cBlockSidewaysHandler (a_BlockType);
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case E_BLOCK_HEAD: return new cBlockMobHeadHandler (a_BlockType);
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case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE: return new cBlockPressurePlateHandler(a_BlockType);
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case E_BLOCK_HOPPER: return new cBlockHopperHandler (a_BlockType);
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case E_BLOCK_ICE: return new cBlockIceHandler (a_BlockType);
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case E_BLOCK_INACTIVE_COMPARATOR: return new cBlockComparatorHandler (a_BlockType);
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@ -149,6 +151,7 @@ cBlockHandler * cBlockHandler::CreateBlockHandler(BLOCKTYPE a_BlockType)
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case E_BLOCK_LEAVES: return new cBlockLeavesHandler (a_BlockType);
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case E_BLOCK_LILY_PAD: return new cBlockLilypadHandler (a_BlockType);
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case E_BLOCK_LIT_FURNACE: return new cBlockFurnaceHandler (a_BlockType);
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case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE: return new cBlockPressurePlateHandler(a_BlockType);
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case E_BLOCK_LOG: return new cBlockSidewaysHandler (a_BlockType);
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case E_BLOCK_MELON: return new cBlockMelonHandler (a_BlockType);
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case E_BLOCK_MELON_STEM: return new cBlockStemsHandler (a_BlockType);
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@ -192,6 +195,7 @@ cBlockHandler * cBlockHandler::CreateBlockHandler(BLOCKTYPE a_BlockType)
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case E_BLOCK_STONE: return new cBlockStoneHandler (a_BlockType);
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case E_BLOCK_STONE_BRICK_STAIRS: return new cBlockStairsHandler (a_BlockType);
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case E_BLOCK_STONE_BUTTON: return new cBlockButtonHandler (a_BlockType);
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case E_BLOCK_STONE_PRESSURE_PLATE: return new cBlockPressurePlateHandler (a_BlockType);
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case E_BLOCK_STONE_SLAB: return new cBlockSlabHandler (a_BlockType);
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case E_BLOCK_SUGARCANE: return new cBlockSugarcaneHandler (a_BlockType);
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case E_BLOCK_TALL_GRASS: return new cBlockTallGrassHandler (a_BlockType);
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@ -203,6 +207,7 @@ cBlockHandler * cBlockHandler::CreateBlockHandler(BLOCKTYPE a_BlockType)
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case E_BLOCK_WATER: return new cBlockFluidHandler (a_BlockType);
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case E_BLOCK_WOODEN_BUTTON: return new cBlockButtonHandler (a_BlockType);
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case E_BLOCK_WOODEN_DOOR: return new cBlockDoorHandler (a_BlockType);
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case E_BLOCK_WOODEN_PRESSURE_PLATE: return new cBlockPressurePlateHandler (a_BlockType);
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case E_BLOCK_WOODEN_SLAB: return new cBlockSlabHandler (a_BlockType);
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case E_BLOCK_WOODEN_STAIRS: return new cBlockStairsHandler (a_BlockType);
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case E_BLOCK_WOOL: return new cBlockClothHandler (a_BlockType);
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34
src/Blocks/BlockPressurePlate.h
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34
src/Blocks/BlockPressurePlate.h
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@ -0,0 +1,34 @@
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#pragma once
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#include "BlockHandler.h"
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class cBlockPressurePlateHandler :
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public cBlockHandler
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{
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public:
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cBlockPressurePlateHandler(BLOCKTYPE a_BlockType)
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: cBlockHandler(a_BlockType)
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{
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}
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virtual void ConvertToPickups(cItems & a_Pickups, NIBBLETYPE a_BlockMeta) override
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{
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// Reset meta to 0
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a_Pickups.push_back(cItem(m_BlockType, 1, 0));
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}
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virtual bool CanBeAt(cChunkInterface & a_ChunkInterface, int a_RelX, int a_RelY, int a_RelZ, const cChunk & a_Chunk) override
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{
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if (a_RelY <= 0)
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{
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return false;
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}
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BLOCKTYPE BlockBelow = a_Chunk.GetBlock(a_RelX, a_RelY - 1, a_RelZ);
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return (BlockBelow == E_BLOCK_FENCE_GATE || BlockBelow == E_BLOCK_FENCE || cBlockInfo::IsSolid(BlockBelow));
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}
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};
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