Fixed wrong c++ standard assumptions about bools.
Should fix FS #265. http://forum.mc-server.org/showthread.php?tid=629&pid=5415#pid5415 git-svn-id: http://mc-server.googlecode.com/svn/trunk@1053 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@ -331,9 +331,19 @@ public:
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memset(g_BlockTransparent, 0x00, sizeof(g_BlockTransparent));
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memset(g_BlockOneHitDig, 0x00, sizeof(g_BlockOneHitDig));
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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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// Setting bools to true must be done manually, see http://forum.mc-server.org/showthread.php?tid=629&pid=5415#pid5415
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for (int i = 0; i < ARRAYCOUNT(g_BlockIsSnowable); i++)
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{
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g_BlockIsSnowable[i] = true;
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}
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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)); // Set all blocks to true
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// Setting bools to true must be done manually, see http://forum.mc-server.org/showthread.php?tid=629&pid=5415#pid5415
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for (int i = 0; i < ARRAYCOUNT(g_BlockIsSolid); i++)
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{
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g_BlockIsSolid[i] = true;
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}
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// Emissive blocks
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g_BlockLightValue[E_BLOCK_FIRE] = 15;
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@ -614,12 +614,13 @@ void cClientHandle::HandleBlockDig(int a_BlockX, int a_BlockY, int a_BlockZ, cha
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void cClientHandle::HandleBlockPlace(int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, const cItem & a_HeldItem)
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{
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LOGD("HandleBlockPlace: {%d, %d, %d}, face %d, itemtype: %d",
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a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_HeldItem.m_ItemType
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LOGD("HandleBlockPlace: {%d, %d, %d}, face %d, HeldItem: %s",
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a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, ItemToFullString(a_HeldItem).c_str()
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);
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if (!CheckBlockInteractionsRate())
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{
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LOGD("Too many block interactions, aborting placement");
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return;
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}
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@ -722,6 +723,7 @@ void cClientHandle::HandleBlockPlace(int a_BlockX, int a_BlockY, int a_BlockZ, c
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}
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else
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{
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LOGD("Block refused placement here, aborting");
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World->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, m_Player); // Send the old block back to the player
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return;
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}
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