Fixed pressure plate oversights
* Fixed stone pressure plates not checking for the correct distance for players * Fixed pressure plates in general not link powering the blocks beneath them
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@ -116,7 +116,9 @@ void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY,
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// Things that can send power through a block but which depends on meta
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((Block == E_BLOCK_REDSTONE_WIRE) && (Meta == 0)) ||
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((Block == E_BLOCK_LEVER) && !IsLeverOn(Meta)) ||
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(((Block == E_BLOCK_STONE_BUTTON) || (Block == E_BLOCK_WOODEN_BUTTON)) && (!IsButtonOn(Meta)))
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(((Block == E_BLOCK_STONE_BUTTON) || (Block == E_BLOCK_WOODEN_BUTTON)) && (!IsButtonOn(Meta))) ||
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(((Block == E_BLOCK_STONE_PRESSURE_PLATE) || (Block == E_BLOCK_WOODEN_PRESSURE_PLATE)) && (Meta == 0)) ||
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(((Block == E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE) || (Block == E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE)) && (Meta == 0))
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)
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{
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LOGD("cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from linked powered blocks list due to present/past metadata mismatch", itr->a_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z);
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@ -1001,12 +1003,13 @@ void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_BlockX, int a_Bloc
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case E_BLOCK_STONE_PRESSURE_PLATE:
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{
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// MCS feature - stone pressure plates can only be triggered by players :D
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cPlayer * a_Player = m_World.FindClosestPlayer(Vector3f(a_BlockX + 0.5f, (float)a_BlockY, a_BlockZ + 0.5f), 0.5f, false);
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cPlayer * a_Player = m_World.FindClosestPlayer(Vector3f(a_BlockX + 0.5f, (float)a_BlockY, a_BlockZ + 0.5f), 0.7f, false);
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if (a_Player != NULL)
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{
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m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, 0x1);
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SetAllDirsAsPowered(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_STONE_PRESSURE_PLATE);
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SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_YM, a_MyType);
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}
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else
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{
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@ -1069,6 +1072,7 @@ void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_BlockX, int a_Bloc
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}
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m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, E_META_PRESSURE_PLATE_DEPRESSED);
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SetAllDirsAsPowered(a_BlockX, a_BlockY, a_BlockZ, a_MyType, Power);
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SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_YM, a_MyType);
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}
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else
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{
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@ -1135,6 +1139,7 @@ void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_BlockX, int a_Bloc
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}
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m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, E_META_PRESSURE_PLATE_DEPRESSED);
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SetAllDirsAsPowered(a_BlockX, a_BlockY, a_BlockZ, a_MyType, Power);
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SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_YM, a_MyType);
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}
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else
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{
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@ -1201,6 +1206,7 @@ void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_BlockX, int a_Bloc
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}
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m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, E_META_PRESSURE_PLATE_DEPRESSED);
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SetAllDirsAsPowered(a_BlockX, a_BlockY, a_BlockZ, a_MyType);
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SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_YM, a_MyType);
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}
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else
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{
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