Split border finder into separate function
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585f01c3f6
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@ -83,16 +83,7 @@ public:
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// This is because the frame is a solid obsidian pillar
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if ((MaxY != 0) && (newY == Y + 1))
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{
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for (int checkBorder = newY + 1; checkBorder <= MaxY - 1; checkBorder++) // newY + 1: newY has already been checked; MaxY - 1: portal doesn't need corners
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{
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if (a_World->GetBlock(X, checkBorder, Z) != E_BLOCK_OBSIDIAN)
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{
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// Base obsidian, base + 1 obsidian, base + x NOT obsidian -> not complete portal
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return 0;
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}
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}
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// Everything was obsidian, found a border!
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return -1; // Return -1 for a frame
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return EvaluatePortalBorder(X, newY, Z, MaxY, a_World);
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}
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else
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{
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@ -106,6 +97,21 @@ public:
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return 0;
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}
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/// Evaluates if coords have a valid border on top, based on MaxY
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int EvaluatePortalBorder(int X, int FoundObsidianY, int Z, int MaxY, cWorld * a_World)
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{
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for (int checkBorder = FoundObsidianY + 1; checkBorder <= MaxY - 1; checkBorder++) // FoundObsidianY + 1: FoundObsidianY has already been checked in FindObsidianCeiling; MaxY - 1: portal doesn't need corners
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{
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if (a_World->GetBlock(X, checkBorder, Z) != E_BLOCK_OBSIDIAN)
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{
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// Base obsidian, base + 1 obsidian, base + x NOT obsidian -> not complete portal
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return 0;
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}
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}
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// Everything was obsidian, found a border!
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return -1; // Return -1 for a frame border
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}
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/// Finds entire frame in any direction with the coordinates of a base block and fills hole with nether portal (START HERE)
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void FindAndSetPortalFrame(int X, int Y, int Z, cWorld * a_World)
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{
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