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Torch fixes [SEE DESC]

* Torches snap to neighbour when placed on bottom
* CanBeAt takes into account cobblestone walls
+ Used more BLOCK_FACEs instead of numbers
This commit is contained in:
Tiger Wang 2013-09-16 19:18:36 +01:00
parent 059648fcb1
commit 506a693339

View File

@ -138,10 +138,6 @@ public:
/// Finds a suitable face to place the torch, returning BLOCK_FACE_NONE on failure
static char FindSuitableFace(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ)
{
// TODO: If placing a torch from below, check all 4 XZ neighbors, place it on that neighbor instead
// How to propagate that change up?
// Simon: The easiest way is to calculate the position two times, shouldn't cost much cpu power :)
for (int i = 0; i <= 5; i++)
{
AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, i, true);
@ -152,12 +148,12 @@ public:
(BlockInQuestion == E_BLOCK_FENCE) ||
(BlockInQuestion == E_BLOCK_NETHER_BRICK_FENCE) ||
(BlockInQuestion == E_BLOCK_COBBLESTONE_WALL)) &&
(i = 1)
(i = BLOCK_FACE_TOP)
)
{
return i;
}
else if ( g_BlockIsTorchPlaceable[BlockInQuestion] )
else if ((g_BlockIsTorchPlaceable[BlockInQuestion]) && (i != BLOCK_FACE_BOTTOM))
{
return i;
}
@ -193,7 +189,12 @@ public:
BLOCKTYPE BlockInQuestion;
a_Chunk.UnboundedRelGetBlockType(a_RelX, a_RelY, a_RelZ, BlockInQuestion);
if ((BlockInQuestion == E_BLOCK_GLASS) || (BlockInQuestion == E_BLOCK_FENCE) || (BlockInQuestion == E_BLOCK_NETHER_BRICK_FENCE))
if (
(BlockInQuestion == E_BLOCK_GLASS) ||
(BlockInQuestion == E_BLOCK_FENCE) ||
(BlockInQuestion == E_BLOCK_NETHER_BRICK_FENCE) ||
(BlockInQuestion == E_BLOCK_COBBLESTONE_WALL)
)
{
// Torches can be placed on tops of glass and fences, despite them being 'untorcheable'
// No need to check for upright orientation, it was done when the torch was placed