Fix gcc not having operator ++ on enums
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bee7de25f1
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1f26c9f5ab
@ -113,9 +113,10 @@ public:
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/// Finds a suitable face to place the torch, returning BLOCK_FACE_NONE on failure
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/// Finds a suitable face to place the torch, returning BLOCK_FACE_NONE on failure
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static eBlockFace FindSuitableFace(cChunkInterface & a_ChunkInterface, int a_BlockX, int a_BlockY, int a_BlockZ)
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static eBlockFace FindSuitableFace(cChunkInterface & a_ChunkInterface, int a_BlockX, int a_BlockY, int a_BlockZ)
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{
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{
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for (eBlockFace i = BLOCK_FACE_YM; i <= BLOCK_FACE_XP; i++) // Loop through all directions
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for (int i = BLOCK_FACE_YM; i <= BLOCK_FACE_XP; i++) // Loop through all directions
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{
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{
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AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, i, true);
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eBlockFace Face = static_cast<eBlockFace>(i);
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AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, Face, true);
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BLOCKTYPE BlockInQuestion = a_ChunkInterface.GetBlock(a_BlockX, a_BlockY, a_BlockZ);
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BLOCKTYPE BlockInQuestion = a_ChunkInterface.GetBlock(a_BlockX, a_BlockY, a_BlockZ);
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if ( // If on a block that can only hold a torch if torch is standing on it, return that face
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if ( // If on a block that can only hold a torch if torch is standing on it, return that face
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@ -123,20 +124,20 @@ public:
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(BlockInQuestion == E_BLOCK_FENCE) ||
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(BlockInQuestion == E_BLOCK_FENCE) ||
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(BlockInQuestion == E_BLOCK_NETHER_BRICK_FENCE) ||
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(BlockInQuestion == E_BLOCK_NETHER_BRICK_FENCE) ||
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(BlockInQuestion == E_BLOCK_COBBLESTONE_WALL)) &&
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(BlockInQuestion == E_BLOCK_COBBLESTONE_WALL)) &&
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(i == BLOCK_FACE_TOP)
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(Face == BLOCK_FACE_TOP)
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)
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)
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{
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{
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return i;
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return Face;
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}
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}
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else if ((g_BlockFullyOccupiesVoxel[BlockInQuestion]) && (i != BLOCK_FACE_BOTTOM))
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else if ((g_BlockFullyOccupiesVoxel[BlockInQuestion]) && (i != BLOCK_FACE_BOTTOM))
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{
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{
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// Otherwise, if block in that direction is torch placeable and we haven't gotten to it via the bottom face, return that face
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// Otherwise, if block in that direction is torch placeable and we haven't gotten to it via the bottom face, return that face
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return i;
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return Face;
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}
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}
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else
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else
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{
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{
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// Reset coords in preparation for next iteration
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// Reset coords in preparation for next iteration
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AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, i, false);
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AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, Face, false);
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}
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}
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}
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}
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return BLOCK_FACE_NONE;
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return BLOCK_FACE_NONE;
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