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@ -27,10 +27,10 @@ cBlockEntity * cBlockEntity::CreateByBlockType(BLOCKTYPE a_BlockType, NIBBLETYPE
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{
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switch (a_BlockType)
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{
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case E_BLOCK_TRAPPED_CHEST:
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case E_BLOCK_CHEST: return new cChestEntity (a_BlockX, a_BlockY, a_BlockZ, a_World, a_BlockType);
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case E_BLOCK_LIT_FURNACE:
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case E_BLOCK_FURNACE: return new cFurnaceEntity (a_BlockX, a_BlockY, a_BlockZ, a_BlockType, a_BlockMeta, a_World);
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case E_BLOCK_CHEST:
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case E_BLOCK_TRAPPED_CHEST: return new cChestEntity (a_BlockX, a_BlockY, a_BlockZ, a_World, a_BlockType);
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case E_BLOCK_FURNACE:
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case E_BLOCK_LIT_FURNACE: return new cFurnaceEntity(a_BlockX, a_BlockY, a_BlockZ, a_BlockType, a_BlockMeta, a_World);
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case E_BLOCK_BEACON: return new cBeaconEntity (a_BlockX, a_BlockY, a_BlockZ, a_World);
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case E_BLOCK_COMMAND_BLOCK: return new cCommandBlockEntity(a_BlockX, a_BlockY, a_BlockZ, a_World);
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@ -177,6 +177,11 @@ cBlockHandler * cBlockHandler::CreateBlockHandler(BLOCKTYPE a_BlockType)
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switch(a_BlockType)
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{
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// Block handlers, alphabetically sorted:
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case E_BLOCK_CHEST:
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case E_BLOCK_TRAPPED_CHEST: return new cBlockChestHandler(a_BlockType);
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case E_BLOCK_FURNACE:
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case E_BLOCK_LIT_FURNACE: return new cBlockFurnaceHandler(a_BlockType);
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case E_BLOCK_ACACIA_WOOD_STAIRS: return new cBlockStairsHandler (a_BlockType);
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case E_BLOCK_ACTIVATOR_RAIL: return new cBlockRailHandler (a_BlockType);
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case E_BLOCK_ANVIL: return new cBlockAnvilHandler (a_BlockType);
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@ -191,8 +196,6 @@ cBlockHandler * cBlockHandler::CreateBlockHandler(BLOCKTYPE a_BlockType)
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case E_BLOCK_CARROTS: return new cBlockCropsHandler (a_BlockType);
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case E_BLOCK_CARPET: return new cBlockCarpetHandler (a_BlockType);
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case E_BLOCK_CAULDRON: return new cBlockCauldronHandler (a_BlockType);
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case E_BLOCK_TRAPPED_CHEST:
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case E_BLOCK_CHEST: return new cBlockChestHandler (a_BlockType);
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case E_BLOCK_COAL_ORE: return new cBlockOreHandler (a_BlockType);
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case E_BLOCK_COMMAND_BLOCK: return new cBlockCommandBlockHandler (a_BlockType);
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case E_BLOCK_ACTIVE_COMPARATOR: return new cBlockComparatorHandler (a_BlockType);
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@ -216,7 +219,6 @@ cBlockHandler * cBlockHandler::CreateBlockHandler(BLOCKTYPE a_BlockType)
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case E_BLOCK_FENCE_GATE: return new cBlockFenceGateHandler (a_BlockType);
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case E_BLOCK_FIRE: return new cBlockFireHandler (a_BlockType);
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case E_BLOCK_FLOWER_POT: return new cBlockFlowerPotHandler (a_BlockType);
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case E_BLOCK_FURNACE: return new cBlockFurnaceHandler (a_BlockType);
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case E_BLOCK_GLOWSTONE: return new cBlockGlowstoneHandler (a_BlockType);
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case E_BLOCK_GOLD_ORE: return new cBlockOreHandler (a_BlockType);
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case E_BLOCK_GLASS: return new cBlockGlassHandler (a_BlockType);
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@ -240,7 +242,6 @@ cBlockHandler * cBlockHandler::CreateBlockHandler(BLOCKTYPE a_BlockType)
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case E_BLOCK_LAVA: return new cBlockLavaHandler (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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@ -68,7 +68,10 @@ void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY,
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RelX = a_BlockX - a_OtherChunk->GetPosX() * cChunkDef::Width;
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RelZ = a_BlockZ - a_OtherChunk->GetPosZ() * cChunkDef::Width;
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a_OtherChunk->GetBlockTypeMeta(RelX, a_BlockY, RelZ, Block, Meta);
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a_Chunk->SetIsRedstoneDirty(true); // When the second paramter is present, it means that the first belongs to a neighbouring chunk of the coordinates - alert this chunk for changes
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// If a_OtherChunk is passed (not NULL), it is the chunk that had a block change, and a_Chunk will be the neighbouring chunk of that block
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// Because said neighbouring chunk does not know of this change but still needs to update its redstone, we set it to dirty
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a_Chunk->SetIsRedstoneDirty(true);
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}
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else
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{
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@ -817,10 +817,10 @@ void cNBTChunkSerializer::BlockEntity(cBlockEntity * a_Entity)
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// Add tile-entity into NBT:
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switch (a_Entity->GetBlockType())
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{
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case E_BLOCK_TRAPPED_CHEST:
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case E_BLOCK_CHEST: AddChestEntity((cChestEntity *)a_Entity, a_Entity->GetBlockType()); break;
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case E_BLOCK_LIT_FURNACE:
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case E_BLOCK_FURNACE: AddFurnaceEntity((cFurnaceEntity *)a_Entity); break;
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case E_BLOCK_CHEST:
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case E_BLOCK_TRAPPED_CHEST: AddChestEntity((cChestEntity *)a_Entity, a_Entity->GetBlockType()); break;
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case E_BLOCK_FURNACE:
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case E_BLOCK_LIT_FURNACE: AddFurnaceEntity((cFurnaceEntity *)a_Entity); break;
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case E_BLOCK_DISPENSER: AddDispenserEntity ((cDispenserEntity *) a_Entity); break;
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case E_BLOCK_DROPPER: AddDropperEntity ((cDropperEntity *) a_Entity); break;
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