parent
72cb84e4d0
commit
473a4ae226
@ -29,7 +29,7 @@ public:
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cFastRandom rand;
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cFastRandom rand;
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// If not fully grown, drop the "seed" of whatever is growing:
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// If not fully grown, drop the "seed" of whatever is growing:
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if (a_Meta < (RipeMeta - 1))
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if (a_Meta < RipeMeta)
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{
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{
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switch (m_BlockType)
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switch (m_BlockType)
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{
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{
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@ -97,7 +97,7 @@ public:
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// If there is still room to grow and the plant can grow, then grow.
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// If there is still room to grow and the plant can grow, then grow.
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// Otherwise if the plant needs to die, then dig it up
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// Otherwise if the plant needs to die, then dig it up
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if ((Meta < (RipeMeta - 1)) && (Action == paGrowth))
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if ((Meta < RipeMeta) && (Action == paGrowth))
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{
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{
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a_Chunk.FastSetBlock(a_RelX, a_RelY, a_RelZ, m_BlockType, ++Meta);
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a_Chunk.FastSetBlock(a_RelX, a_RelY, a_RelZ, m_BlockType, ++Meta);
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}
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}
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@ -187,7 +187,7 @@ cBlockHandler * cBlockHandler::CreateBlockHandler(BLOCKTYPE a_BlockType)
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case E_BLOCK_ANVIL: return new cBlockAnvilHandler (a_BlockType);
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case E_BLOCK_ANVIL: return new cBlockAnvilHandler (a_BlockType);
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case E_BLOCK_BEACON: return new cBlockEntityHandler (a_BlockType);
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case E_BLOCK_BEACON: return new cBlockEntityHandler (a_BlockType);
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case E_BLOCK_BED: return new cBlockBedHandler (a_BlockType);
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case E_BLOCK_BED: return new cBlockBedHandler (a_BlockType);
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case E_BLOCK_BEETROOTS: return new cBlockCropsHandler<4> (a_BlockType); // 4 stages of growth
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case E_BLOCK_BEETROOTS: return new cBlockCropsHandler<3> (a_BlockType); // 4 stages of growth
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case E_BLOCK_BIG_FLOWER: return new cBlockBigFlowerHandler (a_BlockType);
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case E_BLOCK_BIG_FLOWER: return new cBlockBigFlowerHandler (a_BlockType);
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case E_BLOCK_BIRCH_DOOR: return new cBlockDoorHandler (a_BlockType);
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case E_BLOCK_BIRCH_DOOR: return new cBlockDoorHandler (a_BlockType);
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case E_BLOCK_BIRCH_FENCE_GATE: return new cBlockFenceGateHandler (a_BlockType);
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case E_BLOCK_BIRCH_FENCE_GATE: return new cBlockFenceGateHandler (a_BlockType);
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@ -197,7 +197,7 @@ cBlockHandler * cBlockHandler::CreateBlockHandler(BLOCKTYPE a_BlockType)
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case E_BLOCK_BROWN_MUSHROOM: return new cBlockMushroomHandler (a_BlockType);
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case E_BLOCK_BROWN_MUSHROOM: return new cBlockMushroomHandler (a_BlockType);
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case E_BLOCK_CACTUS: return new cBlockCactusHandler (a_BlockType);
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case E_BLOCK_CACTUS: return new cBlockCactusHandler (a_BlockType);
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case E_BLOCK_CAKE: return new cBlockCakeHandler (a_BlockType);
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case E_BLOCK_CAKE: return new cBlockCakeHandler (a_BlockType);
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case E_BLOCK_CARROTS: return new cBlockCropsHandler<8> (a_BlockType); // 8 stages of growth
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case E_BLOCK_CARROTS: return new cBlockCropsHandler<7> (a_BlockType); // 8 stages of growth
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case E_BLOCK_CARPET: return new cBlockCarpetHandler (a_BlockType);
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case E_BLOCK_CARPET: return new cBlockCarpetHandler (a_BlockType);
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case E_BLOCK_CAULDRON: return new cBlockCauldronHandler (a_BlockType);
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case E_BLOCK_CAULDRON: return new cBlockCauldronHandler (a_BlockType);
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case E_BLOCK_CHAIN_COMMAND_BLOCK: return new cBlockCommandBlockHandler (a_BlockType);
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case E_BLOCK_CHAIN_COMMAND_BLOCK: return new cBlockCommandBlockHandler (a_BlockType);
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@ -210,7 +210,7 @@ cBlockHandler * cBlockHandler::CreateBlockHandler(BLOCKTYPE a_BlockType)
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case E_BLOCK_COBBLESTONE: return new cBlockStoneHandler (a_BlockType);
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case E_BLOCK_COBBLESTONE: return new cBlockStoneHandler (a_BlockType);
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case E_BLOCK_COBBLESTONE_STAIRS: return new cBlockStairsHandler (a_BlockType);
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case E_BLOCK_COBBLESTONE_STAIRS: return new cBlockStairsHandler (a_BlockType);
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case E_BLOCK_COBWEB: return new cBlockCobWebHandler (a_BlockType);
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case E_BLOCK_COBWEB: return new cBlockCobWebHandler (a_BlockType);
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case E_BLOCK_CROPS: return new cBlockCropsHandler<8> (a_BlockType); // 8 stages of growth
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case E_BLOCK_CROPS: return new cBlockCropsHandler<7> (a_BlockType); // 8 stages of growth
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case E_BLOCK_DARK_OAK_DOOR: return new cBlockDoorHandler (a_BlockType);
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case E_BLOCK_DARK_OAK_DOOR: return new cBlockDoorHandler (a_BlockType);
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case E_BLOCK_DARK_OAK_FENCE_GATE: return new cBlockFenceGateHandler (a_BlockType);
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case E_BLOCK_DARK_OAK_FENCE_GATE: return new cBlockFenceGateHandler (a_BlockType);
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case E_BLOCK_DARK_OAK_WOOD_STAIRS: return new cBlockStairsHandler (a_BlockType);
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case E_BLOCK_DARK_OAK_WOOD_STAIRS: return new cBlockStairsHandler (a_BlockType);
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@ -278,7 +278,7 @@ cBlockHandler * cBlockHandler::CreateBlockHandler(BLOCKTYPE a_BlockType)
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case E_BLOCK_PISTON: return new cBlockPistonHandler (a_BlockType);
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case E_BLOCK_PISTON: return new cBlockPistonHandler (a_BlockType);
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case E_BLOCK_PISTON_EXTENSION: return new cBlockPistonHeadHandler;
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case E_BLOCK_PISTON_EXTENSION: return new cBlockPistonHeadHandler;
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case E_BLOCK_PLANKS: return new cBlockPlanksHandler (a_BlockType);
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case E_BLOCK_PLANKS: return new cBlockPlanksHandler (a_BlockType);
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case E_BLOCK_POTATOES: return new cBlockCropsHandler<8> (a_BlockType); // 8 stages of growth
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case E_BLOCK_POTATOES: return new cBlockCropsHandler<7> (a_BlockType); // 8 stages of growth
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case E_BLOCK_POWERED_RAIL: return new cBlockRailHandler (a_BlockType);
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case E_BLOCK_POWERED_RAIL: return new cBlockRailHandler (a_BlockType);
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case E_BLOCK_PUMPKIN: return new cBlockPumpkinHandler (a_BlockType);
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case E_BLOCK_PUMPKIN: return new cBlockPumpkinHandler (a_BlockType);
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case E_BLOCK_PUMPKIN_STEM: return new cBlockStemsHandler (a_BlockType);
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case E_BLOCK_PUMPKIN_STEM: return new cBlockStemsHandler (a_BlockType);
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