Fixed torch placement.
This is related to #127, but until we know more about the change, I'm not closing the issue.
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@ -106,13 +106,23 @@ public:
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}
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static bool CanBePlacedOn(BLOCKTYPE a_BlockType, char a_Direction)
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static bool CanBePlacedOn(BLOCKTYPE a_BlockType, char a_BlockFace)
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{
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{
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if ( g_BlockIsSolid[a_BlockType] ) {
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switch (a_BlockType)
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return (a_Direction == 0x1); // allow only direction "standing on floor"
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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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case E_BLOCK_PISTON:
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case E_BLOCK_WORKBENCH:
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{
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return (a_BlockFace == BLOCK_FACE_TOP); // allow only direction "standing on floor" on these blocks
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}
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default:
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{
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return g_BlockIsSolid[a_BlockType]; // Any placement on solid blocks
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}
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}
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else {
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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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}
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@ -121,7 +131,7 @@ public:
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{
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{
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// TODO: If placing a torch from below, check all 4 XZ neighbors, place it on that neighbor instead
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// TODO: If placing a torch from below, check all 4 XZ neighbors, place it on that neighbor instead
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// How to propagate that change up?
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// How to propagate that change up?
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// Simon: The easiest way is to calculate the position two times, shouldn<EFBFBD>t cost much cpu power :)
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// Simon: The easiest way is to calculate the position two times, shouldn't cost much cpu power :)
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if (a_BlockFace == BLOCK_FACE_BOTTOM)
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if (a_BlockFace == BLOCK_FACE_BOTTOM)
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{
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{
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