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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
This commit is contained in:
Tiger Wang 2020-08-02 15:25:19 +01:00
parent c3d6afe47e
commit 71ba18d6c6
2 changed files with 11 additions and 12 deletions

View File

@ -18,20 +18,25 @@ cBlockDoorHandler::cBlockDoorHandler(BLOCKTYPE a_BlockType):
void cBlockDoorHandler::OnBroken(cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, Vector3i a_BlockPos, BLOCKTYPE a_OldBlockType, NIBBLETYPE a_OldBlockMeta)
{
// A part of the multiblock door was broken; the relevant half will drop any pickups as required.
// All that is left to do is to delete the other half of the multiblock.
if ((a_OldBlockMeta & 0x08) != 0)
{
// Was upper part of door
if ((a_BlockPos.y > 0) && IsDoorBlockType(a_ChunkInterface.GetBlock(a_BlockPos.addedY(-1))))
const auto Lower = a_BlockPos.addedY(-1);
if ((Lower.y >= 0) && IsDoorBlockType(a_ChunkInterface.GetBlock(Lower)))
{
a_ChunkInterface.DropBlockAsPickups(a_BlockPos.addedY(-1));
// Was upper part of door, remove lower:
a_ChunkInterface.SetBlock(Lower, E_BLOCK_AIR, 0);
}
}
else
{
// Was lower part
if ((a_BlockPos.y < cChunkDef::Height - 1) && IsDoorBlockType(a_ChunkInterface.GetBlock(a_BlockPos.addedY(1))))
const auto Upper = a_BlockPos.addedY(1);
if ((Upper.y <= cChunkDef::Height - 1) && IsDoorBlockType(a_ChunkInterface.GetBlock(Upper)))
{
a_ChunkInterface.DropBlockAsPickups(a_BlockPos.addedY(1));
// Was lower part, remove upper:
a_ChunkInterface.SetBlock(Upper, E_BLOCK_AIR, 0);
}
}
}

View File

@ -87,12 +87,6 @@ public:
virtual cItems ConvertToPickups(NIBBLETYPE a_BlockMeta, cBlockEntity * a_BlockEntity, const cEntity * a_Digger, const cItem * a_Tool) override
{
// Top part of a door doesn't drop anything:
if ((a_BlockMeta & 0x08) != 0)
{
return {};
}
switch (m_BlockType)
{
case E_BLOCK_OAK_DOOR: return cItem(E_ITEM_WOODEN_DOOR);