Cauldrons fill
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444cce1269
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@ -58,6 +58,20 @@ public:
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{
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{
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return true;
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return true;
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}
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}
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virtual void OnUpdate(cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, cBlockPluginInterface & a_PluginInterface, cChunk & a_Chunk, int a_RelX, int a_RelY, int a_RelZ) override
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{
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if (!a_WorldInterface.IsWeatherWet())
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{
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return;
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}
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NIBBLETYPE Meta = a_Chunk.GetMeta(a_RelX, a_RelY, a_RelZ);
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if (Meta < 3)
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{
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a_Chunk.SetMeta(a_RelX, a_RelY, a_RelZ, Meta + 1);
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}
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}
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} ;
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} ;
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@ -37,4 +37,7 @@ public:
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virtual void SetTimeOfDay(Int64 a_TimeOfDay) = 0;
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virtual void SetTimeOfDay(Int64 a_TimeOfDay) = 0;
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/** Returns true if the current weather has any precipitation - rain or storm */
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virtual bool IsWeatherWet(void) const = 0;
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};
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};
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@ -961,7 +961,6 @@ void cChunk::ApplyWeatherToTop()
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}
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}
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break;
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break;
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} // case (snowy biomes)
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} // case (snowy biomes)
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// TODO: Rainy biomes should check for farmland and cauldrons
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default:
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default:
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{
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{
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break;
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break;
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@ -690,8 +690,8 @@ public:
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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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/** 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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virtual bool IsWeatherWet(void) const override { return (m_Weather != wSunny); }
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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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