Added cWorld:ForEachBlockEntityInChunk() and cWorld:DoWithBlockEntityAt() functions.
Also exported them to the Lua API.
This commit is contained in:
parent
1797b5b8fe
commit
a5c2d639c6
@ -52,6 +52,11 @@ public:
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/// Returns NULL for unknown block types
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/// Returns NULL for unknown block types
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static cBlockEntity * CreateByBlockType(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World = NULL);
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static cBlockEntity * CreateByBlockType(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World = NULL);
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static const char * GetClassStatic(void) // Needed for ManualBindings's ForEach templates
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{
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return "cBlockEntity";
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}
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// tolua_begin
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// tolua_begin
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// Position, in absolute block coordinates:
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// Position, in absolute block coordinates:
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@ -1840,6 +1840,24 @@ bool cChunk::DoWithEntityByID(int a_EntityID, cEntityCallback & a_Callback, bool
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bool cChunk::ForEachBlockEntity(cBlockEntityCallback & a_Callback)
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{
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// The blockentity list is locked by the parent chunkmap's CS
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for (cBlockEntityList::iterator itr = m_BlockEntities.begin(), itr2 = itr; itr != m_BlockEntities.end(); itr = itr2)
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{
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++itr2;
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if (a_Callback.Item(*itr))
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{
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return false;
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}
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} // for itr - m_BlockEntitites[]
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return true;
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}
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bool cChunk::ForEachChest(cChestCallback & a_Callback)
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bool cChunk::ForEachChest(cChestCallback & a_Callback)
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{
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{
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// The blockentity list is locked by the parent chunkmap's CS
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// The blockentity list is locked by the parent chunkmap's CS
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@ -1958,6 +1976,32 @@ bool cChunk::ForEachFurnace(cFurnaceCallback & a_Callback)
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bool cChunk::DoWithBlockEntityAt(int a_BlockX, int a_BlockY, int a_BlockZ, cBlockEntityCallback & a_Callback)
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{
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// The blockentity list is locked by the parent chunkmap's CS
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for (cBlockEntityList::iterator itr = m_BlockEntities.begin(), itr2 = itr; itr != m_BlockEntities.end(); itr = itr2)
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{
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++itr2;
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if (((*itr)->GetPosX() != a_BlockX) || ((*itr)->GetPosY() != a_BlockY) || ((*itr)->GetPosZ() != a_BlockZ))
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{
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continue;
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}
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if (a_Callback.Item(*itr))
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{
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return false;
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}
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return true;
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} // for itr - m_BlockEntitites[]
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// Not found:
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return false;
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}
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bool cChunk::DoWithChestAt(int a_BlockX, int a_BlockY, int a_BlockZ, cChestCallback & a_Callback)
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bool cChunk::DoWithChestAt(int a_BlockX, int a_BlockY, int a_BlockZ, cChestCallback & a_Callback)
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{
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{
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// The blockentity list is locked by the parent chunkmap's CS
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// The blockentity list is locked by the parent chunkmap's CS
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@ -207,6 +207,9 @@ public:
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/// Calls the callback if the entity with the specified ID is found, with the entity object as the callback param. Returns true if entity found.
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/// Calls the callback if the entity with the specified ID is found, with the entity object as the callback param. Returns true if entity found.
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bool DoWithEntityByID(int a_EntityID, cEntityCallback & a_Callback, bool & a_CallbackResult); // Lua-accessible
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bool DoWithEntityByID(int a_EntityID, cEntityCallback & a_Callback, bool & a_CallbackResult); // Lua-accessible
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/// Calls the callback for each block entity; returns true if all block entities processed, false if the callback aborted by returning true
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bool ForEachBlockEntity(cBlockEntityCallback & a_Callback); // Lua-accessible
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/// Calls the callback for each chest; returns true if all chests processed, false if the callback aborted by returning true
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/// Calls the callback for each chest; returns true if all chests processed, false if the callback aborted by returning true
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bool ForEachChest(cChestCallback & a_Callback); // Lua-accessible
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bool ForEachChest(cChestCallback & a_Callback); // Lua-accessible
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@ -222,6 +225,9 @@ public:
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/// Calls the callback for each furnace; returns true if all furnaces processed, false if the callback aborted by returning true
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/// Calls the callback for each furnace; returns true if all furnaces processed, false if the callback aborted by returning true
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bool ForEachFurnace(cFurnaceCallback & a_Callback); // Lua-accessible
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bool ForEachFurnace(cFurnaceCallback & a_Callback); // Lua-accessible
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/// Calls the callback for the block entity at the specified coords; returns false if there's no block entity at those coords, true if found
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bool DoWithBlockEntityAt(int a_BlockX, int a_BlockY, int a_BlockZ, cBlockEntityCallback & a_Callback); // Lua-acessible
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/// Calls the callback for the chest at the specified coords; returns false if there's no chest at those coords, true if found
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/// Calls the callback for the chest at the specified coords; returns false if there's no chest at those coords, true if found
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bool DoWithChestAt(int a_BlockX, int a_BlockY, int a_BlockZ, cChestCallback & a_Callback); // Lua-acessible
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bool DoWithChestAt(int a_BlockX, int a_BlockY, int a_BlockZ, cChestCallback & a_Callback); // Lua-acessible
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@ -1702,6 +1702,21 @@ bool cChunkMap::DoWithEntityByID(int a_UniqueID, cEntityCallback & a_Callback)
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bool cChunkMap::ForEachBlockEntityInChunk(int a_ChunkX, int a_ChunkZ, cBlockEntityCallback & a_Callback)
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{
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cCSLock Lock(m_CSLayers);
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cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ);
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if ((Chunk == NULL) && !Chunk->IsValid())
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{
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return false;
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}
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return Chunk->ForEachBlockEntity(a_Callback);
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}
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bool cChunkMap::ForEachChestInChunk(int a_ChunkX, int a_ChunkZ, cChestCallback & a_Callback)
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bool cChunkMap::ForEachChestInChunk(int a_ChunkX, int a_ChunkZ, cChestCallback & a_Callback)
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{
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{
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cCSLock Lock(m_CSLayers);
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cCSLock Lock(m_CSLayers);
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@ -1777,6 +1792,24 @@ bool cChunkMap::ForEachFurnaceInChunk(int a_ChunkX, int a_ChunkZ, cFurnaceCallba
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bool cChunkMap::DoWithBlockEntityAt(int a_BlockX, int a_BlockY, int a_BlockZ, cBlockEntityCallback & a_Callback)
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{
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int ChunkX, ChunkZ;
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int BlockX = a_BlockX, BlockY = a_BlockY, BlockZ = a_BlockZ;
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cChunkDef::AbsoluteToRelative(BlockX, BlockY, BlockZ, ChunkX, ChunkZ);
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cCSLock Lock(m_CSLayers);
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cChunkPtr Chunk = GetChunkNoGen(ChunkX, ZERO_CHUNK_Y, ChunkZ);
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if ((Chunk == NULL) && !Chunk->IsValid())
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{
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return false;
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}
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return Chunk->DoWithBlockEntityAt(a_BlockX, a_BlockY, a_BlockZ, a_Callback);
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}
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bool cChunkMap::DoWithChestAt(int a_BlockX, int a_BlockY, int a_BlockZ, cChestCallback & a_Callback)
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bool cChunkMap::DoWithChestAt(int a_BlockX, int a_BlockY, int a_BlockZ, cChestCallback & a_Callback)
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{
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{
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int ChunkX, ChunkZ;
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int ChunkX, ChunkZ;
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@ -32,6 +32,7 @@ class cMobSpawner;
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typedef std::list<cClientHandle *> cClientHandleList;
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typedef std::list<cClientHandle *> cClientHandleList;
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typedef cChunk * cChunkPtr;
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typedef cChunk * cChunkPtr;
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typedef cItemCallback<cEntity> cEntityCallback;
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typedef cItemCallback<cEntity> cEntityCallback;
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typedef cItemCallback<cBlockEntity> cBlockEntityCallback;
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typedef cItemCallback<cChestEntity> cChestCallback;
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typedef cItemCallback<cChestEntity> cChestCallback;
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typedef cItemCallback<cDispenserEntity> cDispenserCallback;
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typedef cItemCallback<cDispenserEntity> cDispenserCallback;
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typedef cItemCallback<cDropperEntity> cDropperCallback;
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typedef cItemCallback<cDropperEntity> cDropperCallback;
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@ -191,8 +192,11 @@ public:
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/// Calls the callback if the entity with the specified ID is found, with the entity object as the callback param. Returns true if entity found and callback returned false.
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/// Calls the callback if the entity with the specified ID is found, with the entity object as the callback param. Returns true if entity found and callback returned false.
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bool DoWithEntityByID(int a_UniqueID, cEntityCallback & a_Callback); // Lua-accessible
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bool DoWithEntityByID(int a_UniqueID, cEntityCallback & a_Callback); // Lua-accessible
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/// Calls the callback for each block entity in the specified chunk; returns true if all block entities processed, false if the callback aborted by returning true
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bool ForEachBlockEntityInChunk(int a_ChunkX, int a_ChunkZ, cBlockEntityCallback & a_Callback); // Lua-accessible
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/// Calls the callback for each chest in the specified chunk; returns true if all chests processed, false if the callback aborted by returning true
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/// Calls the callback for each chest in the specified chunk; returns true if all chests processed, false if the callback aborted by returning true
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bool ForEachChestInChunk (int a_ChunkX, int a_ChunkZ, cChestCallback & a_Callback); // Lua-accessible
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bool ForEachChestInChunk(int a_ChunkX, int a_ChunkZ, cChestCallback & a_Callback); // Lua-accessible
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/// Calls the callback for each dispenser in the specified chunk; returns true if all dispensers processed, false if the callback aborted by returning true
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/// Calls the callback for each dispenser in the specified chunk; returns true if all dispensers processed, false if the callback aborted by returning true
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bool ForEachDispenserInChunk(int a_ChunkX, int a_ChunkZ, cDispenserCallback & a_Callback);
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bool ForEachDispenserInChunk(int a_ChunkX, int a_ChunkZ, cDispenserCallback & a_Callback);
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@ -206,8 +210,11 @@ public:
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/// Calls the callback for each furnace in the specified chunk; returns true if all furnaces processed, false if the callback aborted by returning true
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/// Calls the callback for each furnace in the specified chunk; returns true if all furnaces processed, false if the callback aborted by returning true
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bool ForEachFurnaceInChunk(int a_ChunkX, int a_ChunkZ, cFurnaceCallback & a_Callback); // Lua-accessible
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bool ForEachFurnaceInChunk(int a_ChunkX, int a_ChunkZ, cFurnaceCallback & a_Callback); // Lua-accessible
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/// Calls the callback for the block entity at the specified coords; returns false if there's no block entity at those coords, true if found
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bool DoWithBlockEntityAt(int a_BlockX, int a_BlockY, int a_BlockZ, cBlockEntityCallback & a_Callback); // Lua-acessible
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/// Calls the callback for the chest at the specified coords; returns false if there's no chest at those coords, true if found
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/// Calls the callback for the chest at the specified coords; returns false if there's no chest at those coords, true if found
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bool DoWithChestAt (int a_BlockX, int a_BlockY, int a_BlockZ, cChestCallback & a_Callback); // Lua-acessible
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bool DoWithChestAt(int a_BlockX, int a_BlockY, int a_BlockZ, cChestCallback & a_Callback); // Lua-acessible
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/// Calls the callback for the dispenser at the specified coords; returns false if there's no dispenser at those coords or callback returns true, returns true if found
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/// Calls the callback for the dispenser at the specified coords; returns false if there's no dispenser at those coords or callback returns true, returns true if found
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bool DoWithDispenserAt(int a_BlockX, int a_BlockY, int a_BlockZ, cDispenserCallback & a_Callback); // Lua-accessible
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bool DoWithDispenserAt(int a_BlockX, int a_BlockY, int a_BlockZ, cDispenserCallback & a_Callback); // Lua-accessible
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@ -2128,26 +2128,28 @@ void ManualBindings::Bind(lua_State * tolua_S)
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tolua_endmodule(tolua_S);
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tolua_endmodule(tolua_S);
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tolua_beginmodule(tolua_S, "cWorld");
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tolua_beginmodule(tolua_S, "cWorld");
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tolua_function(tolua_S, "DoWithChestAt", tolua_DoWithXYZ<cWorld, cChestEntity, &cWorld::DoWithChestAt>);
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tolua_function(tolua_S, "DoWithBlockEntityAt", tolua_DoWithXYZ<cWorld, cBlockEntity, &cWorld::DoWithBlockEntityAt>);
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tolua_function(tolua_S, "DoWithDispenserAt", tolua_DoWithXYZ<cWorld, cDispenserEntity, &cWorld::DoWithDispenserAt>);
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tolua_function(tolua_S, "DoWithChestAt", tolua_DoWithXYZ<cWorld, cChestEntity, &cWorld::DoWithChestAt>);
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tolua_function(tolua_S, "DoWithDropSpenserAt", tolua_DoWithXYZ<cWorld, cDropSpenserEntity, &cWorld::DoWithDropSpenserAt>);
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tolua_function(tolua_S, "DoWithDispenserAt", tolua_DoWithXYZ<cWorld, cDispenserEntity, &cWorld::DoWithDispenserAt>);
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tolua_function(tolua_S, "DoWithDropperAt", tolua_DoWithXYZ<cWorld, cDropperEntity, &cWorld::DoWithDropperAt>);
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tolua_function(tolua_S, "DoWithDropSpenserAt", tolua_DoWithXYZ<cWorld, cDropSpenserEntity, &cWorld::DoWithDropSpenserAt>);
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tolua_function(tolua_S, "DoWithEntityByID", tolua_DoWithID< cWorld, cEntity, &cWorld::DoWithEntityByID>);
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tolua_function(tolua_S, "DoWithDropperAt", tolua_DoWithXYZ<cWorld, cDropperEntity, &cWorld::DoWithDropperAt>);
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tolua_function(tolua_S, "DoWithFurnaceAt", tolua_DoWithXYZ<cWorld, cFurnaceEntity, &cWorld::DoWithFurnaceAt>);
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tolua_function(tolua_S, "DoWithEntityByID", tolua_DoWithID< cWorld, cEntity, &cWorld::DoWithEntityByID>);
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tolua_function(tolua_S, "DoWithPlayer", tolua_DoWith< cWorld, cPlayer, &cWorld::DoWithPlayer>);
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tolua_function(tolua_S, "DoWithFurnaceAt", tolua_DoWithXYZ<cWorld, cFurnaceEntity, &cWorld::DoWithFurnaceAt>);
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tolua_function(tolua_S, "FindAndDoWithPlayer", tolua_DoWith< cWorld, cPlayer, &cWorld::FindAndDoWithPlayer>);
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tolua_function(tolua_S, "DoWithPlayer", tolua_DoWith< cWorld, cPlayer, &cWorld::DoWithPlayer>);
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tolua_function(tolua_S, "ForEachChestInChunk", tolua_ForEachInChunk<cWorld, cChestEntity, &cWorld::ForEachChestInChunk>);
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tolua_function(tolua_S, "FindAndDoWithPlayer", tolua_DoWith< cWorld, cPlayer, &cWorld::FindAndDoWithPlayer>);
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tolua_function(tolua_S, "ForEachEntity", tolua_ForEach< cWorld, cEntity, &cWorld::ForEachEntity>);
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tolua_function(tolua_S, "ForEachBlockEntityInChunk", tolua_ForEachInChunk<cWorld, cBlockEntity, &cWorld::ForEachBlockEntityInChunk>);
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tolua_function(tolua_S, "ForEachEntityInChunk", tolua_ForEachInChunk<cWorld, cEntity, &cWorld::ForEachEntityInChunk>);
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tolua_function(tolua_S, "ForEachChestInChunk", tolua_ForEachInChunk<cWorld, cChestEntity, &cWorld::ForEachChestInChunk>);
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tolua_function(tolua_S, "ForEachFurnaceInChunk", tolua_ForEachInChunk<cWorld, cFurnaceEntity, &cWorld::ForEachFurnaceInChunk>);
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tolua_function(tolua_S, "ForEachEntity", tolua_ForEach< cWorld, cEntity, &cWorld::ForEachEntity>);
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tolua_function(tolua_S, "ForEachPlayer", tolua_ForEach< cWorld, cPlayer, &cWorld::ForEachPlayer>);
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tolua_function(tolua_S, "ForEachEntityInChunk", tolua_ForEachInChunk<cWorld, cEntity, &cWorld::ForEachEntityInChunk>);
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tolua_function(tolua_S, "GetBlockInfo", tolua_cWorld_GetBlockInfo);
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tolua_function(tolua_S, "ForEachFurnaceInChunk", tolua_ForEachInChunk<cWorld, cFurnaceEntity, &cWorld::ForEachFurnaceInChunk>);
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tolua_function(tolua_S, "GetBlockTypeMeta", tolua_cWorld_GetBlockTypeMeta);
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tolua_function(tolua_S, "ForEachPlayer", tolua_ForEach< cWorld, cPlayer, &cWorld::ForEachPlayer>);
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tolua_function(tolua_S, "GetSignLines", tolua_cWorld_GetSignLines);
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tolua_function(tolua_S, "GetBlockInfo", tolua_cWorld_GetBlockInfo);
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tolua_function(tolua_S, "QueueTask", tolua_cWorld_QueueTask);
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tolua_function(tolua_S, "GetBlockTypeMeta", tolua_cWorld_GetBlockTypeMeta);
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tolua_function(tolua_S, "SetSignLines", tolua_cWorld_SetSignLines);
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tolua_function(tolua_S, "GetSignLines", tolua_cWorld_GetSignLines);
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tolua_function(tolua_S, "TryGetHeight", tolua_cWorld_TryGetHeight);
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tolua_function(tolua_S, "QueueTask", tolua_cWorld_QueueTask);
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tolua_function(tolua_S, "UpdateSign", tolua_cWorld_SetSignLines);
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tolua_function(tolua_S, "SetSignLines", tolua_cWorld_SetSignLines);
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tolua_function(tolua_S, "TryGetHeight", tolua_cWorld_TryGetHeight);
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tolua_function(tolua_S, "UpdateSign", tolua_cWorld_SetSignLines);
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tolua_endmodule(tolua_S);
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tolua_endmodule(tolua_S);
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tolua_beginmodule(tolua_S, "cPlugin");
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tolua_beginmodule(tolua_S, "cPlugin");
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@ -922,6 +922,15 @@ void cWorld::WakeUpSimulatorsInArea(int a_MinBlockX, int a_MaxBlockX, int a_MinB
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bool cWorld::ForEachBlockEntityInChunk(int a_ChunkX, int a_ChunkZ, cBlockEntityCallback & a_Callback)
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{
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return m_ChunkMap->ForEachBlockEntityInChunk(a_ChunkX, a_ChunkZ, a_Callback);
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}
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bool cWorld::ForEachChestInChunk(int a_ChunkX, int a_ChunkZ, cChestCallback & a_Callback)
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bool cWorld::ForEachChestInChunk(int a_ChunkX, int a_ChunkZ, cChestCallback & a_Callback)
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{
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{
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return m_ChunkMap->ForEachChestInChunk(a_ChunkX, a_ChunkZ, a_Callback);
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return m_ChunkMap->ForEachChestInChunk(a_ChunkX, a_ChunkZ, a_Callback);
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@ -1010,6 +1019,15 @@ void cWorld::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_Blo
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bool cWorld::DoWithBlockEntityAt(int a_BlockX, int a_BlockY, int a_BlockZ, cBlockEntityCallback & a_Callback)
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{
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return m_ChunkMap->DoWithBlockEntityAt(a_BlockX, a_BlockY, a_BlockZ, a_Callback);
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}
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bool cWorld::DoWithChestAt(int a_BlockX, int a_BlockY, int a_BlockZ, cChestCallback & a_Callback)
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bool cWorld::DoWithChestAt(int a_BlockX, int a_BlockY, int a_BlockZ, cChestCallback & a_Callback)
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||||||
{
|
{
|
||||||
return m_ChunkMap->DoWithChestAt(a_BlockX, a_BlockY, a_BlockZ, a_Callback);
|
return m_ChunkMap->DoWithChestAt(a_BlockX, a_BlockY, a_BlockZ, a_Callback);
|
||||||
|
@ -385,8 +385,11 @@ public:
|
|||||||
inline cFluidSimulator * GetWaterSimulator(void) { return m_WaterSimulator; }
|
inline cFluidSimulator * GetWaterSimulator(void) { return m_WaterSimulator; }
|
||||||
inline cFluidSimulator * GetLavaSimulator (void) { return m_LavaSimulator; }
|
inline cFluidSimulator * GetLavaSimulator (void) { return m_LavaSimulator; }
|
||||||
|
|
||||||
|
/// Calls the callback for each block entity in the specified chunk; returns true if all block entities processed, false if the callback aborted by returning true
|
||||||
|
bool ForEachBlockEntityInChunk(int a_ChunkX, int a_ChunkZ, cBlockEntityCallback & a_Callback); // Exported in ManualBindings.cpp
|
||||||
|
|
||||||
/// Calls the callback for each chest in the specified chunk; returns true if all chests processed, false if the callback aborted by returning true
|
/// Calls the callback for each chest in the specified chunk; returns true if all chests processed, false if the callback aborted by returning true
|
||||||
bool ForEachChestInChunk (int a_ChunkX, int a_ChunkZ, cChestCallback & a_Callback); // Exported in ManualBindings.cpp
|
bool ForEachChestInChunk(int a_ChunkX, int a_ChunkZ, cChestCallback & a_Callback); // Exported in ManualBindings.cpp
|
||||||
|
|
||||||
/// Calls the callback for each dispenser in the specified chunk; returns true if all dispensers processed, false if the callback aborted by returning true
|
/// Calls the callback for each dispenser in the specified chunk; returns true if all dispensers processed, false if the callback aborted by returning true
|
||||||
bool ForEachDispenserInChunk(int a_ChunkX, int a_ChunkZ, cDispenserCallback & a_Callback);
|
bool ForEachDispenserInChunk(int a_ChunkX, int a_ChunkZ, cDispenserCallback & a_Callback);
|
||||||
@ -415,8 +418,11 @@ public:
|
|||||||
*/
|
*/
|
||||||
void DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_BlockY, double a_BlockZ, bool a_CanCauseFire, eExplosionSource a_Source, void * a_SourceData); // tolua_export
|
void DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_BlockY, double a_BlockZ, bool a_CanCauseFire, eExplosionSource a_Source, void * a_SourceData); // tolua_export
|
||||||
|
|
||||||
|
/// Calls the callback for the block entity at the specified coords; returns false if there's no block entity at those coords, true if found
|
||||||
|
bool DoWithBlockEntityAt(int a_BlockX, int a_BlockY, int a_BlockZ, cBlockEntityCallback & a_Callback); // Exported in ManualBindings.cpp
|
||||||
|
|
||||||
/// Calls the callback for the chest at the specified coords; returns false if there's no chest at those coords, true if found
|
/// Calls the callback for the chest at the specified coords; returns false if there's no chest at those coords, true if found
|
||||||
bool DoWithChestAt (int a_BlockX, int a_BlockY, int a_BlockZ, cChestCallback & a_Callback); // Exported in ManualBindings.cpp
|
bool DoWithChestAt(int a_BlockX, int a_BlockY, int a_BlockZ, cChestCallback & a_Callback); // Exported in ManualBindings.cpp
|
||||||
|
|
||||||
/// Calls the callback for the dispenser at the specified coords; returns false if there's no dispenser at those coords or callback returns true, returns true if found
|
/// Calls the callback for the dispenser at the specified coords; returns false if there's no dispenser at those coords or callback returns true, returns true if found
|
||||||
bool DoWithDispenserAt(int a_BlockX, int a_BlockY, int a_BlockZ, cDispenserCallback & a_Callback); // Exported in ManualBindings.cpp
|
bool DoWithDispenserAt(int a_BlockX, int a_BlockY, int a_BlockZ, cDispenserCallback & a_Callback); // Exported in ManualBindings.cpp
|
||||||
|
Loading…
Reference in New Issue
Block a user