Merge pull request #91 from tigerw/master
Fixed piston being able to push water Fixed ice creating a non-source block (still doesn't update though)
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commit
b092c2770c
@ -655,7 +655,7 @@ public:
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g_BlockPistonBreakable[E_BLOCK_IRON_DOOR] = true;
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g_BlockPistonBreakable[E_BLOCK_JACK_O_LANTERN] = true;
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g_BlockPistonBreakable[E_BLOCK_LADDER] = true;
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g_BlockPistonBreakable[E_BLOCK_LAVA] = false;
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g_BlockPistonBreakable[E_BLOCK_LAVA] = true;
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g_BlockPistonBreakable[E_BLOCK_LEVER] = true;
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g_BlockPistonBreakable[E_BLOCK_MELON] = true;
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g_BlockPistonBreakable[E_BLOCK_MELON_STEM] = true;
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@ -668,18 +668,19 @@ public:
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g_BlockPistonBreakable[E_BLOCK_RED_ROSE] = true;
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g_BlockPistonBreakable[E_BLOCK_REEDS] = true;
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g_BlockPistonBreakable[E_BLOCK_SNOW] = true;
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g_BlockPistonBreakable[E_BLOCK_STATIONARY_LAVA] = false;
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g_BlockPistonBreakable[E_BLOCK_STATIONARY_WATER] = false; //This gave pistons the ability to drop water :D
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g_BlockPistonBreakable[E_BLOCK_STATIONARY_LAVA] = true;
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g_BlockPistonBreakable[E_BLOCK_STATIONARY_WATER] = true;
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g_BlockPistonBreakable[E_BLOCK_STONE_BUTTON] = true;
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g_BlockPistonBreakable[E_BLOCK_STONE_PRESSURE_PLATE] = true;
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g_BlockPistonBreakable[E_BLOCK_TALL_GRASS] = true;
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g_BlockPistonBreakable[E_BLOCK_TORCH] = true;
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g_BlockPistonBreakable[E_BLOCK_VINES] = true;
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g_BlockPistonBreakable[E_BLOCK_WATER] = false;
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g_BlockPistonBreakable[E_BLOCK_WATER] = true;
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g_BlockPistonBreakable[E_BLOCK_WOODEN_DOOR] = true;
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g_BlockPistonBreakable[E_BLOCK_WOODEN_PRESSURE_PLATE] = true;
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g_BlockPistonBreakable[E_BLOCK_YELLOW_FLOWER] = true;
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// Blocks that can be snowed over:
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g_BlockIsSnowable[E_BLOCK_AIR] = false;
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g_BlockIsSnowable[E_BLOCK_BROWN_MUSHROOM] = false;
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@ -17,6 +17,12 @@ public:
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: cBlockHandler(a_BlockType)
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{
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}
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virtual void ConvertToPickups(cItems & a_Pickups, NIBBLETYPE a_BlockMeta) override
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{
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// No pickups
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}
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@ -27,7 +27,7 @@ public:
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virtual void OnDestroyed(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ) override
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{
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// TODO: Ice destroyed with air below it should turn into air instead of water
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a_World->FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_STATIONARY_WATER, 8);
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a_World->FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_WATER, 0);
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// This is called later than the real destroying of this ice block
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}
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} ;
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@ -150,7 +150,7 @@ void cComposableGenerator::InitBiomeGen(cIniFile & a_IniFile)
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AString BiomeGenName = a_IniFile.GetValueSet("Generator", "BiomeGen", "");
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if (BiomeGenName.empty())
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{
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LOGWARN("[Generator]::BiomeGen value not found in world.ini, using \"MultiStepMap\".");
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LOGWARN("[Generator] BiomeGen value not set in world.ini, using \"MultiStepMap\".");
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BiomeGenName = "MultiStepMap";
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}
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@ -223,7 +223,7 @@ void cComposableGenerator::InitHeightGen(cIniFile & a_IniFile)
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AString HeightGenName = a_IniFile.GetValueSet("Generator", "HeightGen", "");
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if (HeightGenName.empty())
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{
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LOGWARN("[Generator]::HeightGen value not found in world.ini, using \"Biomal\".");
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LOGWARN("[Generator] HeightGen value not set in world.ini, using \"Biomal\".");
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HeightGenName = "Biomal";
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}
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@ -309,7 +309,7 @@ void cComposableGenerator::InitCompositionGen(cIniFile & a_IniFile)
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AString CompoGenName = a_IniFile.GetValueSet("Generator", "CompositionGen", "");
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if (CompoGenName.empty())
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{
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LOGWARN("[Generator]::CompositionGen value not found in world.ini, using \"Biomal\".");
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LOGWARN("[Generator] CompositionGen value not set in world.ini, using \"Biomal\".");
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CompoGenName = "Biomal";
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}
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if (NoCaseCompare(CompoGenName, "sameblock") == 0)
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@ -1,4 +1,3 @@
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "Piston.h"
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@ -2479,7 +2479,7 @@ cFluidSimulator * cWorld::InitializeFluidSimulator(cIniFile & a_IniFile, const c
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AString SimulatorName = a_IniFile.GetValueSet("Physics", SimulatorNameKey, "");
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if (SimulatorName.empty())
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{
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LOGWARNING("%s [Physics]:%s not present or empty, using the default of \"Floody\".", GetIniFileName().c_str(), SimulatorNameKey.c_str());
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LOGWARNING("[Physics] %s not present or empty in %s, using the default of \"Floody\".", SimulatorNameKey.c_str(), GetIniFileName().c_str());
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SimulatorName = "Floody";
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}
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