Reduced code duplication
call @maxmaxoft! calling... call connected (0:20) call ended
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@ -722,7 +722,7 @@ public:
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/** Returns true if it is raining at the specified location. This takes into account biomes. */
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bool IsWeatherRainAt (int a_BlockX, int a_BlockZ) const
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{
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return (m_Weather == wRain) && (!IsBiomeNoDownfall(GetBiomeAt(a_BlockX, a_BlockZ)));
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return (IsWeatherRain() && !IsBiomeNoDownfall(GetBiomeAt(a_BlockX, a_BlockZ)));
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}
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/** Returns true if the current weather is stormy */
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@ -731,16 +731,16 @@ public:
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/** Returns true if the weather is stormy at the specified location. This takes into account biomes. */
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bool IsWeatherStormAt(int a_BlockX, int a_BlockZ) const
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{
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return (m_Weather == wStorm) && (!IsBiomeNoDownfall(GetBiomeAt(a_BlockX, a_BlockZ)));
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return (IsWeatherStorm() && !IsBiomeNoDownfall(GetBiomeAt(a_BlockX, a_BlockZ)));
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}
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/** Returns true if the current weather has any precipitation - rain, storm or snow */
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bool IsWeatherWet(void) const { return (m_Weather != wSunny); }
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bool IsWeatherWet(void) const { return !IsWeatherSunny(); }
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/** Returns true if it is raining, stormy or snowing at the specified location. This takes into account biomes. */
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bool IsWeatherWetAt(int a_BlockX, int a_BlockZ) const
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{
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return (m_Weather != wSunny) && (!IsBiomeNoDownfall(GetBiomeAt(a_BlockX, a_BlockZ)));
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return (IsWeatherWet() && !IsBiomeNoDownfall(GetBiomeAt(a_BlockX, a_BlockZ)));
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}
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// tolua_end
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