Storing Y -1 and -2 blocks in a variable
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5e24577373
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@ -16,12 +16,14 @@ public:
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virtual void OnPlacedByPlayer(cWorld * a_World, cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, int a_CursorX, int a_CursorY, int a_CursorZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta) override
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virtual void OnPlacedByPlayer(cWorld * a_World, cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, int a_CursorX, int a_CursorY, int a_CursorZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta) override
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{
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{
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if (a_BlockY > 1)
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if (a_BlockY > 1) // Make sure server won't check for inexistent blocks (below y=0)
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{
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{
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int BlockY1 = a_World->GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ);
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int BlockY2 = a_World->GetBlock(a_BlockX, a_BlockY - 2, a_BlockZ);// We don't need to check this blocks more than 1 time
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if
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if
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(
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(
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a_World->GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ) == E_BLOCK_SNOW_BLOCK &&
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(BlockY1 == E_BLOCK_SNOW_BLOCK) &&
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a_World->GetBlock(a_BlockX, a_BlockY - 2, a_BlockZ) == E_BLOCK_SNOW_BLOCK
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(BlockY2 == E_BLOCK_SNOW_BLOCK)
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)
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)
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{
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{
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a_World->FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
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a_World->FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
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@ -31,10 +33,10 @@ public:
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}
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}
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if
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if
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(
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(
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(a_World->GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ) == E_BLOCK_IRON_BLOCK) &&
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(BlockY1 == E_BLOCK_IRON_BLOCK) &&
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(a_World->GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ + 1) == E_BLOCK_IRON_BLOCK) &&
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(a_World->GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ + 1) == E_BLOCK_IRON_BLOCK) &&
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(a_World->GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ - 1) == E_BLOCK_IRON_BLOCK) &&
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(a_World->GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ - 1) == E_BLOCK_IRON_BLOCK) &&
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(a_World->GetBlock(a_BlockX, a_BlockY - 2, a_BlockZ) == E_BLOCK_IRON_BLOCK)
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(BlockY2 == E_BLOCK_IRON_BLOCK)
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)
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)
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{
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{
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a_World->FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
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a_World->FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
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