diff --git a/source/Blocks/BlockFire.h b/source/Blocks/BlockFire.h index 0e98b17b5..6a6fb9ded 100644 --- a/source/Blocks/BlockFire.h +++ b/source/Blocks/BlockFire.h @@ -60,7 +60,7 @@ public: /// Traces along YP until it finds an obsidian block, returns Y difference or 0 if no portal, and -1 for border /// Takes the X, Y, and Z of the base block; with an optional MaxY for portal border finding - int FindObsidianCeiling(int X, int Y, int Z, NIBBLETYPE a_Dir, cWorld * a_World, int MaxY = 0) + int FindObsidianCeiling(int X, int Y, int Z, cWorld * a_World, int MaxY = 0) { if (a_World->GetBlock(X, Y, Z) != E_BLOCK_OBSIDIAN) { @@ -92,7 +92,7 @@ public: } } // Everything was obsidian, found a border! - return 0 - 1; // Return -1 for a frame + return -1; // Return -1 for a frame } else { @@ -109,7 +109,7 @@ public: /// Finds entire frame in any direction with the coordinates of a base block and fills hole with nether portal (START HERE) void FindAndSetPortalFrame(int X, int Y, int Z, cWorld * a_World) { - int MaxY = FindObsidianCeiling(X, Y, Z, 0, a_World); // Get topmost obsidian block as reference for all other checks; we don't know meta yet, so 0 + int MaxY = FindObsidianCeiling(X, Y, Z, a_World); // Get topmost obsidian block as reference for all other checks int X1 = X + 1, Z1 = Z + 1, X2 = X - 1, Z2 = Z - 1; // Duplicate XZ values, add/subtract one as we've checked the original already the line above if (MaxY == 0) // Oh noes! Not a portal coordinate :( @@ -151,9 +151,9 @@ public: bool FoundFrameXP = false, FoundFrameXM = false; for (X1; ((a_World->GetBlock(X1, Y, Z) == E_BLOCK_OBSIDIAN) || (a_World->GetBlock(X1, Y + 1, Z) == E_BLOCK_OBSIDIAN)); X1++) // Check XP for obsidian blocks, exempting corners { - int Value = FindObsidianCeiling(X1, Y, Z, 1, a_World, MaxY); - int ValueTwo = FindObsidianCeiling(X1, Y + 1, Z, 1, a_World, MaxY); // For corners without obsidian - if ((Value == 0 - 1) || (ValueTwo == 0 - 1)) // FindObsidianCeiling returns 0 - 1 upon frame-find + int Value = FindObsidianCeiling(X1, Y, Z, a_World, MaxY); + int ValueTwo = FindObsidianCeiling(X1, Y + 1, Z, a_World, MaxY); // For corners without obsidian + if ((Value == -1) || (ValueTwo == -1)) // FindObsidianCeiling returns -1 upon frame-find { FoundFrameXP = true; // Found a frame border in this direction, proceed in other direction (don't go further) break; @@ -165,9 +165,9 @@ public: } XZM = X1 - 2; // Set boundary of frame interior (hence the -2) for (X2; ((a_World->GetBlock(X2, Y, Z) == E_BLOCK_OBSIDIAN) || (a_World->GetBlock(X2, Y + 1, Z) == E_BLOCK_OBSIDIAN)); X2--) // Go the other direction (XM) { - int Value = FindObsidianCeiling(X2, Y, Z, 1, a_World, MaxY); - int ValueTwo = FindObsidianCeiling(X2, Y + 1, Z, 1, a_World, MaxY); - if ((Value == 0 - 1) || (ValueTwo == 0 - 1)) + int Value = FindObsidianCeiling(X2, Y, Z, a_World, MaxY); + int ValueTwo = FindObsidianCeiling(X2, Y + 1, Z, a_World, MaxY); + if ((Value == -1) || (ValueTwo == -1)) { FoundFrameXM = true; break; @@ -187,9 +187,9 @@ public: bool FoundFrameZP = false, FoundFrameZM = false; for (Z1; ((a_World->GetBlock(X, Y, Z1) == E_BLOCK_OBSIDIAN) || (a_World->GetBlock(X, Y + 1, Z1) == E_BLOCK_OBSIDIAN)); Z1++) { - int Value = FindObsidianCeiling(X, Y, Z1, 2, a_World, MaxY); - int ValueTwo = FindObsidianCeiling(X, Y + 1, Z1, 2, a_World, MaxY); - if ((Value == 0 - 1) || (ValueTwo == 0 - 1)) + int Value = FindObsidianCeiling(X, Y, Z1, a_World, MaxY); + int ValueTwo = FindObsidianCeiling(X, Y + 1, Z1, a_World, MaxY); + if ((Value == -1) || (ValueTwo == -1)) { FoundFrameZP = true; continue; @@ -201,9 +201,9 @@ public: } XZP = Z1 - 2; for (Z2; ((a_World->GetBlock(X, Y, Z2) == E_BLOCK_OBSIDIAN) || (a_World->GetBlock(X, Y + 1, Z2) == E_BLOCK_OBSIDIAN)); Z2--) { - int Value = FindObsidianCeiling(X, Y, Z2, 2, a_World, MaxY); - int ValueTwo = FindObsidianCeiling(X, Y + 1, Z2, 2, a_World, MaxY); - if ((Value == 0 - 1) || (ValueTwo == 0 - 1)) + int Value = FindObsidianCeiling(X, Y, Z2, a_World, MaxY); + int ValueTwo = FindObsidianCeiling(X, Y + 1, Z2, a_World, MaxY); + if ((Value == -1) || (ValueTwo == -1)) { FoundFrameZM = true; continue;