Fixed thin snow CanBeAt checking
Now takes into account the possibility that thin snow can be on top of full thin snow.
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@ -67,7 +67,19 @@ public:
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virtual bool CanBeAt(int a_RelX, int a_RelY, int a_RelZ, const cChunk & a_Chunk) override
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virtual bool CanBeAt(int a_RelX, int a_RelY, int a_RelZ, const cChunk & a_Chunk) override
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{
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{
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return (a_RelY > 0) && g_BlockIsSnowable[a_Chunk.GetBlock(a_RelX, a_RelY - 1, a_RelZ)];
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if (a_RelY > 0)
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{
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BLOCKTYPE BlockBelow = a_Chunk.GetBlock(a_RelX, a_RelY - 1, a_RelZ);
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NIBBLETYPE MetaBelow = a_Chunk.GetMeta(a_RelX, a_RelY - 1, a_RelZ);
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if (g_BlockIsSnowable[BlockBelow] || ((BlockBelow == E_BLOCK_SNOW) && (MetaBelow == 7)))
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{
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// If block below is snowable, or it is a thin slow block and has a meta of 7 (full thin snow block), say yay
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return true;
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}
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}
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return false;
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}
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}
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