Implemented xoft suggestion
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276f7dae5c
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@ -22,9 +22,10 @@ public:
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BLOCKTYPE BlockY2 = a_World->GetBlock(a_BlockX, a_BlockY - 2, a_BlockZ); // We don't need to check this 2 blocks more than 1 time.
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BLOCKTYPE BlockY2 = a_World->GetBlock(a_BlockX, a_BlockY - 2, a_BlockZ); // We don't need to check this 2 blocks more than 1 time.
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if
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if
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(
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(
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(BlockY1 == E_BLOCK_SNOW_BLOCK) && // If the first two blocks below the pumpkin are snow blocks, spawn a snow golem.
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return;
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(BlockY2 == E_BLOCK_SNOW_BLOCK)
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)
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)
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(BlockY1 == E_BLOCK_SNOW_BLOCK) && // If the first two blocks below the pumpkin are snow blocks, spawn a snow golem.
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(BlockY2 == E_BLOCK_SNOW_BLOCK)
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{
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{
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a_World->FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
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a_World->FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
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a_World->FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0);
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a_World->FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0);
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@ -33,15 +34,17 @@ public:
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}
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}
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else if
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else if
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(
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(
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return;
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)
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(BlockY1 == E_BLOCK_IRON_BLOCK) && // If the first two blocks below the pumpkin are iron blocks, spawn an iron golem.
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(BlockY1 == E_BLOCK_IRON_BLOCK) && // If the first two blocks below the pumpkin are iron blocks, spawn an iron golem.
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(BlockY2 == E_BLOCK_IRON_BLOCK)
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(BlockY2 == E_BLOCK_IRON_BLOCK)
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)
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{
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{
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if
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if
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(
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(
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(a_World->GetBlock(a_BlockX + 1, a_BlockY - 1, a_BlockZ) == E_BLOCK_IRON_BLOCK) && // Check the first possible locations for arms.
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return;
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(a_World->GetBlock(a_BlockX - 1, a_BlockY - 1, a_BlockZ) == E_BLOCK_IRON_BLOCK)
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)
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)
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(a_World->GetBlock(a_BlockX + 1, a_BlockY - 1, a_BlockZ) == E_BLOCK_IRON_BLOCK) && // Check the first possible locations for arms.
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(a_World->GetBlock(a_BlockX - 1, a_BlockY - 1, a_BlockZ) == E_BLOCK_IRON_BLOCK)
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{
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{
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a_World->FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
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a_World->FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
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a_World->FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0);
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a_World->FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0);
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@ -52,9 +55,10 @@ public:
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}
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}
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else if
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else if
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(
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(
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(a_World->GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ + 1) == E_BLOCK_IRON_BLOCK) && // Check the other possible locations.
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return;
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(a_World->GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ - 1) == E_BLOCK_IRON_BLOCK)
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)
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)
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(a_World->GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ + 1) == E_BLOCK_IRON_BLOCK) && // Check the other possible locations.
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(a_World->GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ - 1) == E_BLOCK_IRON_BLOCK)
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{
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{
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a_World->FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
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a_World->FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
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a_World->FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0);
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a_World->FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0);
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