Add new IsWeatherWet hook for cauldrons.
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13
src/World.h
13
src/World.h
@ -708,12 +708,23 @@ public:
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eWeather GetWeather (void) const { return m_Weather; };
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eWeather GetWeather (void) const { return m_Weather; };
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bool IsWeatherSunny(void) const { return (m_Weather == wSunny); }
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bool IsWeatherSunny(void) const { return (m_Weather == wSunny); }
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bool IsWeatherSunny(int a_BlockX, int a_BlockZ) const {
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return (m_Weather == wSunny)
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}
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bool IsWeatherRain (void) const { return (m_Weather == wRain); }
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bool IsWeatherRain (void) const { return (m_Weather == wRain); }
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bool IsWeatherRain (int a_BlockX, int a_BlockZ) const {
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return (m_Weather == wRain) && (!IsBiomeNoDownfall(GetBiomeAt(a_BlockX, a_BlockZ)))
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}
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bool IsWeatherStorm(void) const { return (m_Weather == wStorm); }
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bool IsWeatherStorm(void) const { return (m_Weather == wStorm); }
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bool IsWeatherStorm(int a_BlockX, int a_BlockZ) const {
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return (m_Weather == wStorm) && (!IsBiomeNoDownfall(GetBiomeAt(a_BlockX, a_BlockZ)))
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}
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/** Returns true if the current weather has any precipitation - rain or storm */
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/** Returns true if the current weather has any precipitation - rain or storm */
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bool IsWeatherWet (void) const { return (m_Weather != wSunny); }
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bool IsWeatherWet (void) const { return (m_Weather != wSunny); }
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bool IsWeatherWet (int a_BlockX, int a_BlockZ) const {
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return (m_Weather != wSunny) && (!IsBiomeNoDownfall(GetBiomeAt(a_BlockX, a_BlockZ)))
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}
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// tolua_end
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// tolua_end
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cChunkGenerator & GetGenerator(void) { return m_Generator; }
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cChunkGenerator & GetGenerator(void) { return m_Generator; }
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