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
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21b23ff1e7
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@ -221,7 +221,7 @@ void cFireSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk *
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int cFireSimulator::GetBurnStepTime(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ)
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{
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if (a_RelY > 0)
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if ((a_RelY > 0) && (a_RelY < cChunkDef::Height - 1))
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{
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BLOCKTYPE BlockBelow = a_Chunk->GetBlock(a_RelX, a_RelY - 1, a_RelZ);
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if (IsForever(BlockBelow))
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@ -234,10 +234,6 @@ int cFireSimulator::GetBurnStepTime(cChunk * a_Chunk, int a_RelX, int a_RelY, in
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return m_BurnStepTimeFuel;
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}
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}
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if ((a_RelY < cChunkDef::Height - 1) && IsFuel(a_Chunk->GetBlock(a_RelX, a_RelY - 1, a_RelZ)))
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{
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return m_BurnStepTimeFuel;
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}
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for (int i = 0; i < ARRAYCOUNT(gCrossCoords); i++)
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{
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@ -251,7 +247,23 @@ int cFireSimulator::GetBurnStepTime(cChunk * a_Chunk, int a_RelX, int a_RelY, in
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}
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}
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} // for i - gCrossCoords[]
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return m_BurnStepTimeNonfuel;
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if ((a_RelY > 0) && (a_RelY < cChunkDef::Height - 1))
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{
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// Checked through everything, nothing was flammable
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// If block below isn't solid, we can't have fire, otherwise, we have non-fueled fire
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BLOCKTYPE BlockBelow = a_Chunk->GetBlock(a_RelX, a_RelY - 1, a_RelZ);
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if (g_BlockIsSolid[BlockBelow])
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{
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return m_BurnStepTimeNonfuel;
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}
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else
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{
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// SetBlock just to make sure fire doesn't spawn
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a_Chunk->UnboundedRelSetBlock(a_RelX, a_RelY, a_RelZ, E_BLOCK_AIR, 0);
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return 0;
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}
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}
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}
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