Fixed a fire simulator bug
Fire now doesn't stay when it isn't on a flammable block. Fixes the "fire creates chandeliers" bug in report #131
This commit is contained in:
parent
21b23ff1e7
commit
ab34da78e7
@ -221,7 +221,7 @@ void cFireSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk *
|
|||||||
|
|
||||||
int cFireSimulator::GetBurnStepTime(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ)
|
int cFireSimulator::GetBurnStepTime(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ)
|
||||||
{
|
{
|
||||||
if (a_RelY > 0)
|
if ((a_RelY > 0) && (a_RelY < cChunkDef::Height - 1))
|
||||||
{
|
{
|
||||||
BLOCKTYPE BlockBelow = a_Chunk->GetBlock(a_RelX, a_RelY - 1, a_RelZ);
|
BLOCKTYPE BlockBelow = a_Chunk->GetBlock(a_RelX, a_RelY - 1, a_RelZ);
|
||||||
if (IsForever(BlockBelow))
|
if (IsForever(BlockBelow))
|
||||||
@ -234,10 +234,6 @@ int cFireSimulator::GetBurnStepTime(cChunk * a_Chunk, int a_RelX, int a_RelY, in
|
|||||||
return m_BurnStepTimeFuel;
|
return m_BurnStepTimeFuel;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if ((a_RelY < cChunkDef::Height - 1) && IsFuel(a_Chunk->GetBlock(a_RelX, a_RelY - 1, a_RelZ)))
|
|
||||||
{
|
|
||||||
return m_BurnStepTimeFuel;
|
|
||||||
}
|
|
||||||
|
|
||||||
for (int i = 0; i < ARRAYCOUNT(gCrossCoords); i++)
|
for (int i = 0; i < ARRAYCOUNT(gCrossCoords); i++)
|
||||||
{
|
{
|
||||||
@ -251,7 +247,23 @@ int cFireSimulator::GetBurnStepTime(cChunk * a_Chunk, int a_RelX, int a_RelY, in
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
} // for i - gCrossCoords[]
|
} // for i - gCrossCoords[]
|
||||||
return m_BurnStepTimeNonfuel;
|
|
||||||
|
if ((a_RelY > 0) && (a_RelY < cChunkDef::Height - 1))
|
||||||
|
{
|
||||||
|
// Checked through everything, nothing was flammable
|
||||||
|
// If block below isn't solid, we can't have fire, otherwise, we have non-fueled fire
|
||||||
|
BLOCKTYPE BlockBelow = a_Chunk->GetBlock(a_RelX, a_RelY - 1, a_RelZ);
|
||||||
|
if (g_BlockIsSolid[BlockBelow])
|
||||||
|
{
|
||||||
|
return m_BurnStepTimeNonfuel;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// SetBlock just to make sure fire doesn't spawn
|
||||||
|
a_Chunk->UnboundedRelSetBlock(a_RelX, a_RelY, a_RelZ, E_BLOCK_AIR, 0);
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user