Door drops respect player gamemode
* Rely on caller to handle converting to pickups, all OnBroken needs to do is to maintain the unity of the door * Fixes #4797 * Fixes #4796
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@ -18,20 +18,25 @@ cBlockDoorHandler::cBlockDoorHandler(BLOCKTYPE a_BlockType):
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void cBlockDoorHandler::OnBroken(cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, Vector3i a_BlockPos, BLOCKTYPE a_OldBlockType, NIBBLETYPE a_OldBlockMeta)
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{
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// A part of the multiblock door was broken; the relevant half will drop any pickups as required.
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// All that is left to do is to delete the other half of the multiblock.
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if ((a_OldBlockMeta & 0x08) != 0)
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{
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// Was upper part of door
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if ((a_BlockPos.y > 0) && IsDoorBlockType(a_ChunkInterface.GetBlock(a_BlockPos.addedY(-1))))
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const auto Lower = a_BlockPos.addedY(-1);
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if ((Lower.y >= 0) && IsDoorBlockType(a_ChunkInterface.GetBlock(Lower)))
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{
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a_ChunkInterface.DropBlockAsPickups(a_BlockPos.addedY(-1));
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// Was upper part of door, remove lower:
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a_ChunkInterface.SetBlock(Lower, E_BLOCK_AIR, 0);
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}
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}
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else
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{
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// Was lower part
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if ((a_BlockPos.y < cChunkDef::Height - 1) && IsDoorBlockType(a_ChunkInterface.GetBlock(a_BlockPos.addedY(1))))
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const auto Upper = a_BlockPos.addedY(1);
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if ((Upper.y <= cChunkDef::Height - 1) && IsDoorBlockType(a_ChunkInterface.GetBlock(Upper)))
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{
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a_ChunkInterface.DropBlockAsPickups(a_BlockPos.addedY(1));
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// Was lower part, remove upper:
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a_ChunkInterface.SetBlock(Upper, E_BLOCK_AIR, 0);
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}
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}
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}
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@ -87,12 +87,6 @@ public:
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virtual cItems ConvertToPickups(NIBBLETYPE a_BlockMeta, cBlockEntity * a_BlockEntity, const cEntity * a_Digger, const cItem * a_Tool) override
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{
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// Top part of a door doesn't drop anything:
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if ((a_BlockMeta & 0x08) != 0)
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{
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return {};
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}
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switch (m_BlockType)
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{
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case E_BLOCK_OAK_DOOR: return cItem(E_ITEM_WOODEN_DOOR);
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