Implemented PR suggestions
Furnace.txt: newline BlockID: removed extraneous dimension mapping cEntity: fixed typo cPlayer: WorldPtr typedef
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@ -87,4 +87,5 @@
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! 271:1 = 200 # 1 Wooden Axe -> 10 sec
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! 271:1 = 200 # 1 Wooden Axe -> 10 sec
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! 269:1 = 200 # 1 Wooden Shovel -> 10 sec
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! 269:1 = 200 # 1 Wooden Shovel -> 10 sec
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! 290:1 = 200 # 1 Wooden Hoe -> 10 sec
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! 290:1 = 200 # 1 Wooden Hoe -> 10 sec
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! 268:1 = 200 # 1 Wooden Sword -> 10 sec
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! 268:1 = 200 # 1 Wooden Sword -> 10 sec
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@ -355,12 +355,8 @@ AString DimensionToString(eDimension a_Dimension)
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} DimensionMap[] =
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} DimensionMap[] =
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{
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{
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{ dimOverworld, "Overworld" },
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{ dimOverworld, "Overworld" },
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{ dimOverworld, "Normal" },
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{ dimOverworld, "World" },
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{ dimNether, "Nether" },
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{ dimNether, "Nether" },
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{ dimNether, "Hell" }, // Alternate name for Nether
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{ dimEnd, "End" },
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{ dimEnd, "End" },
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{ dimEnd, "Sky" }, // Old name for End
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};
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};
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for (size_t i = 0; i < ARRAYCOUNT(DimensionMap); i++)
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for (size_t i = 0; i < ARRAYCOUNT(DimensionMap); i++)
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@ -509,7 +509,7 @@ protected:
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int m_AirTickTimer;
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int m_AirTickTimer;
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/** Portal delay timer and cooldown boolean
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/** Portal delay timer and cooldown boolean
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First value is to delay sending the repsawn packet (which triggers the Entering the {Dimension} screen).
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First value is to delay sending the respawn packet (which triggers the Entering the {Dimension} screen).
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Second value is to prevent a teleportation loop by ensuring we do not reenter a portal that we came out of.
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Second value is to prevent a teleportation loop by ensuring we do not reenter a portal that we came out of.
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*/
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*/
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std::pair<unsigned short, bool> m_PortalCooldownData;
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std::pair<unsigned short, bool> m_PortalCooldownData;
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@ -1651,7 +1651,7 @@ void cPlayer::LoadPermissionsFromDisk()
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bool cPlayer::LoadFromDisk(cWorld *& a_World)
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bool cPlayer::LoadFromDisk(cWorldPtr & a_World)
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{
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{
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a_World = cRoot::Get()->GetWorld(GetLoadedWorldName());
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a_World = cRoot::Get()->GetWorld(GetLoadedWorldName());
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if (a_World == NULL)
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if (a_World == NULL)
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@ -335,10 +335,11 @@ public:
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/** Saves all player data, such as inventory, to JSON */
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/** Saves all player data, such as inventory, to JSON */
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bool SaveToDisk(void);
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bool SaveToDisk(void);
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typedef cWorld * cWorldPtr;
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/** Loads player data from JSON to the object
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/** Loads player data from JSON to the object
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Takes a (NULL) cWorld pointer which it will assign a value to based on either the loaded world or default world
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Takes a (NULL) cWorld pointer which it will assign a value to based on either the loaded world or default world
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*/
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*/
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bool LoadFromDisk(cWorld *& a_World);
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bool LoadFromDisk(cWorldPtr & a_World);
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void LoadPermissionsFromDisk(void); // tolua_export
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void LoadPermissionsFromDisk(void); // tolua_export
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const AString & GetLoadedWorldName() { return m_LoadedWorldName; }
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const AString & GetLoadedWorldName() { return m_LoadedWorldName; }
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