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TNT changes to primed TNT when powered by redstone.

git-svn-id: http://mc-server.googlecode.com/svn/trunk@1618 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
nielsbreu@gmail.com 2013-06-22 08:42:49 +00:00
parent e2281df8d8
commit 5a18b9b6b7

View File

@ -8,6 +8,7 @@
#include "../World.h"
#include "../BlockID.h"
#include "../Chunk.h"
#include "../TNTEntity.h"
@ -153,6 +154,13 @@ void cRedstoneSimulator::RefreshTorchesAround(const Vector3i & a_BlockPos)
{
TargetBlockType = E_BLOCK_REDSTONE_TORCH_OFF;
TargetRepeaterType = E_BLOCK_REDSTONE_REPEATER_ON;
//Make TNT Explode when it gets powered.
if (m_World.GetBlock(a_BlockPos) == E_BLOCK_TNT)
{
m_World.BroadcastSoundEffect("random.fuse", a_BlockPos.x * 8, a_BlockPos.y * 8, a_BlockPos.z * 8, 0.5f, 0.6f);
m_World.SpawnPrimedTNT(a_BlockPos.x + 0.5, a_BlockPos.y + 0.5, a_BlockPos.z + 0.5, 4); // 4 seconds to boom
m_World.SetBlock(a_BlockPos.x, a_BlockPos.y, a_BlockPos.z, E_BLOCK_AIR, 0);
}
//if (m_World.GetBlock(a_BlockPos) == E_BLOCK_DIRT)
//{
// m_World.FastSetBlock(a_BlockPos.x, a_BlockPos.y, a_BlockPos.z, E_BLOCK_STONE, 0);