Add more Sounds to Redstone Simulator
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@ -318,6 +318,22 @@ void cIncrementalRedstoneSimulator::HandleRedstoneTorch(int a_BlockX, int a_Bloc
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{
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{
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// There was a match, torch goes off
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// There was a match, torch goes off
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m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_TORCH_OFF, m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ));
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m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_TORCH_OFF, m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ));
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float Pitch = (((1.0F-0.0F)*((float)rand()/RAND_MAX)) - ((1.0F-0.0F)*((float)rand()/RAND_MAX))) * 0.8F;
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m_World.BroadcastSoundEffect("random.fizz",
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((int) (a_BlockX + 0.5F) * 8.0),
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((int) (a_BlockY + 0.5F) * 8.0),
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((int) (a_BlockZ + 0.5F) * 8.0),
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0.5F,
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2.6F + Pitch);
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for (int l = 0; l < 5; ++l) {
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float d0 = a_BlockX + (double(rand())/RAND_MAX) * 0.6F + 0.2F;
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float d1 = a_BlockY + (double(rand())/RAND_MAX) * 0.6F + 0.2F;
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float d2 = a_BlockZ + (double(rand())/RAND_MAX) * 0.6F + 0.2F;
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m_World.BroadcastParticleEffect("smoke", d0, d1, d2, 0.0F, 0.0F, 0.0F, 0.01F, 1);
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}
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return;
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return;
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}
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}
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@ -414,6 +430,7 @@ void cIncrementalRedstoneSimulator::HandleFenceGate(int a_BlockX, int a_BlockY,
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if (!AreCoordsSimulated(a_BlockX, a_BlockY, a_BlockZ, true))
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if (!AreCoordsSimulated(a_BlockX, a_BlockY, a_BlockZ, true))
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{
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{
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m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, MetaData | 0x4);
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m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, MetaData | 0x4);
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m_World.BroadcastSoundParticleEffect(1003, a_BlockX, a_BlockY, a_BlockZ, 0);
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SetPlayerToggleableBlockAsSimulated(a_BlockX, a_BlockY, a_BlockZ, true);
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SetPlayerToggleableBlockAsSimulated(a_BlockX, a_BlockY, a_BlockZ, true);
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}
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}
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}
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}
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@ -422,6 +439,7 @@ void cIncrementalRedstoneSimulator::HandleFenceGate(int a_BlockX, int a_BlockY,
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if (!AreCoordsSimulated(a_BlockX, a_BlockY, a_BlockZ, false))
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if (!AreCoordsSimulated(a_BlockX, a_BlockY, a_BlockZ, false))
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{
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{
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m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, MetaData & 0xFFFFFFFB);
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m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, MetaData & 0xFFFFFFFB);
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m_World.BroadcastSoundParticleEffect(1003, a_BlockX, a_BlockY, a_BlockZ, 0);
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SetPlayerToggleableBlockAsSimulated(a_BlockX, a_BlockY, a_BlockZ, false);
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SetPlayerToggleableBlockAsSimulated(a_BlockX, a_BlockY, a_BlockZ, false);
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}
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}
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}
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}
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@ -766,7 +784,7 @@ void cIncrementalRedstoneSimulator::HandleTNT(int a_BlockX, int a_BlockY, int a_
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{
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{
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if (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ))
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if (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ))
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{
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{
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m_World.BroadcastSoundEffect("random.fuse", a_BlockX * 8, a_BlockY * 8, a_BlockZ * 8, 0.5f, 0.6f);
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m_World.BroadcastSoundEffect("game.tnt.primed", a_BlockX * 8, a_BlockY * 8, a_BlockZ * 8, 0.5f, 0.6f);
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m_World.SpawnPrimedTNT(a_BlockX + 0.5, a_BlockY + 0.5, a_BlockZ + 0.5, 4); // 4 seconds to boom
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m_World.SpawnPrimedTNT(a_BlockX + 0.5, a_BlockY + 0.5, a_BlockZ + 0.5, 4); // 4 seconds to boom
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m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
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m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
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}
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}
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@ -784,6 +802,7 @@ void cIncrementalRedstoneSimulator::HandleDoor(int a_BlockX, int a_BlockY, int a
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{
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{
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cChunkInterface ChunkInterface(m_World.GetChunkMap());
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cChunkInterface ChunkInterface(m_World.GetChunkMap());
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cBlockDoorHandler::ChangeDoor(ChunkInterface, a_BlockX, a_BlockY, a_BlockZ);
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cBlockDoorHandler::ChangeDoor(ChunkInterface, a_BlockX, a_BlockY, a_BlockZ);
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m_World.BroadcastSoundParticleEffect(1003, a_BlockX, a_BlockY, a_BlockZ, 0);
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SetPlayerToggleableBlockAsSimulated(a_BlockX, a_BlockY, a_BlockZ, true);
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SetPlayerToggleableBlockAsSimulated(a_BlockX, a_BlockY, a_BlockZ, true);
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}
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}
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}
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}
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@ -793,6 +812,7 @@ void cIncrementalRedstoneSimulator::HandleDoor(int a_BlockX, int a_BlockY, int a
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{
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{
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cChunkInterface ChunkInterface(m_World.GetChunkMap());
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cChunkInterface ChunkInterface(m_World.GetChunkMap());
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cBlockDoorHandler::ChangeDoor(ChunkInterface, a_BlockX, a_BlockY, a_BlockZ);
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cBlockDoorHandler::ChangeDoor(ChunkInterface, a_BlockX, a_BlockY, a_BlockZ);
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m_World.BroadcastSoundParticleEffect(1003, a_BlockX, a_BlockY, a_BlockZ, 0);
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SetPlayerToggleableBlockAsSimulated(a_BlockX, a_BlockY, a_BlockZ, false);
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SetPlayerToggleableBlockAsSimulated(a_BlockX, a_BlockY, a_BlockZ, false);
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}
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}
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}
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}
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@ -865,6 +885,7 @@ void cIncrementalRedstoneSimulator::HandleTrapdoor(int a_BlockX, int a_BlockY, i
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if (!AreCoordsSimulated(a_BlockX, a_BlockY, a_BlockZ, true))
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if (!AreCoordsSimulated(a_BlockX, a_BlockY, a_BlockZ, true))
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{
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{
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m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) | 0x4);
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m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) | 0x4);
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m_World.BroadcastSoundParticleEffect(1003, a_BlockX, a_BlockY, a_BlockZ, 0);
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SetPlayerToggleableBlockAsSimulated(a_BlockX, a_BlockY, a_BlockZ, true);
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SetPlayerToggleableBlockAsSimulated(a_BlockX, a_BlockY, a_BlockZ, true);
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}
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}
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}
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}
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@ -873,6 +894,7 @@ void cIncrementalRedstoneSimulator::HandleTrapdoor(int a_BlockX, int a_BlockY, i
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if (!AreCoordsSimulated(a_BlockX, a_BlockY, a_BlockZ, false))
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if (!AreCoordsSimulated(a_BlockX, a_BlockY, a_BlockZ, false))
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{
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{
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m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) & 0xB); // Take into account that the fourth bit is needed for trapdoors too
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m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) & 0xB); // Take into account that the fourth bit is needed for trapdoors too
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m_World.BroadcastSoundParticleEffect(1003, a_BlockX, a_BlockY, a_BlockZ, 0);
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SetPlayerToggleableBlockAsSimulated(a_BlockX, a_BlockY, a_BlockZ, false);
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SetPlayerToggleableBlockAsSimulated(a_BlockX, a_BlockY, a_BlockZ, false);
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}
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}
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}
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}
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