Removed Stairs and carpet from the "isSolid" list to prevent mobs falling through them.
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@ -486,21 +486,16 @@ void cBlockInfo::Initialize(cBlockInfoArray & a_Info)
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// Nonsolid blocks:
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a_Info[E_BLOCK_ACACIA_WOOD_STAIRS ].m_IsSolid = false;
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a_Info[E_BLOCK_ACTIVATOR_RAIL ].m_IsSolid = false;
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a_Info[E_BLOCK_AIR ].m_IsSolid = false;
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a_Info[E_BLOCK_BIG_FLOWER ].m_IsSolid = false;
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a_Info[E_BLOCK_BIRCH_WOOD_STAIRS ].m_IsSolid = false;
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a_Info[E_BLOCK_BRICK_STAIRS ].m_IsSolid = false;
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a_Info[E_BLOCK_BROWN_MUSHROOM ].m_IsSolid = false;
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a_Info[E_BLOCK_CAKE ].m_IsSolid = false;
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a_Info[E_BLOCK_CARPET ].m_IsSolid = false;
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a_Info[E_BLOCK_CARROTS ].m_IsSolid = false;
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a_Info[E_BLOCK_COBBLESTONE_STAIRS ].m_IsSolid = false;
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a_Info[E_BLOCK_COBWEB ].m_IsSolid = false;
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a_Info[E_BLOCK_CROPS ].m_IsSolid = false;
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a_Info[E_BLOCK_DANDELION ].m_IsSolid = false;
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a_Info[E_BLOCK_DARK_OAK_WOOD_STAIRS].m_IsSolid = false;
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a_Info[E_BLOCK_DETECTOR_RAIL ].m_IsSolid = false;
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a_Info[E_BLOCK_END_PORTAL ].m_IsSolid = false;
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a_Info[E_BLOCK_FENCE ].m_IsSolid = false;
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@ -508,30 +503,24 @@ void cBlockInfo::Initialize(cBlockInfoArray & a_Info)
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a_Info[E_BLOCK_FIRE ].m_IsSolid = false;
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a_Info[E_BLOCK_FLOWER ].m_IsSolid = false;
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a_Info[E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE].m_IsSolid = false;
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a_Info[E_BLOCK_JUNGLE_WOOD_STAIRS ].m_IsSolid = false;
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a_Info[E_BLOCK_LAVA ].m_IsSolid = false;
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a_Info[E_BLOCK_LEVER ].m_IsSolid = false;
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a_Info[E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE].m_IsSolid = false;
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a_Info[E_BLOCK_MELON_STEM ].m_IsSolid = false;
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a_Info[E_BLOCK_NETHER_BRICK_STAIRS ].m_IsSolid = false;
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a_Info[E_BLOCK_NETHER_PORTAL ].m_IsSolid = false;
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a_Info[E_BLOCK_POTATOES ].m_IsSolid = false;
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a_Info[E_BLOCK_POWERED_RAIL ].m_IsSolid = false;
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a_Info[E_BLOCK_QUARTZ_STAIRS ].m_IsSolid = false;
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a_Info[E_BLOCK_RAIL ].m_IsSolid = false;
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a_Info[E_BLOCK_REDSTONE_TORCH_OFF ].m_IsSolid = false;
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a_Info[E_BLOCK_REDSTONE_TORCH_ON ].m_IsSolid = false;
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a_Info[E_BLOCK_REDSTONE_WIRE ].m_IsSolid = false;
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a_Info[E_BLOCK_RED_MUSHROOM ].m_IsSolid = false;
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a_Info[E_BLOCK_REEDS ].m_IsSolid = false;
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a_Info[E_BLOCK_SANDSTONE_STAIRS ].m_IsSolid = false;
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a_Info[E_BLOCK_SAPLING ].m_IsSolid = false;
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a_Info[E_BLOCK_SIGN_POST ].m_IsSolid = false;
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a_Info[E_BLOCK_SNOW ].m_IsSolid = false;
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a_Info[E_BLOCK_SPRUCE_WOOD_STAIRS ].m_IsSolid = false;
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a_Info[E_BLOCK_STATIONARY_LAVA ].m_IsSolid = false;
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a_Info[E_BLOCK_STATIONARY_WATER ].m_IsSolid = false;
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a_Info[E_BLOCK_STONE_BRICK_STAIRS ].m_IsSolid = false;
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a_Info[E_BLOCK_STONE_BUTTON ].m_IsSolid = false;
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a_Info[E_BLOCK_STONE_PRESSURE_PLATE].m_IsSolid = false;
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a_Info[E_BLOCK_TALL_GRASS ].m_IsSolid = false;
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@ -543,7 +532,6 @@ void cBlockInfo::Initialize(cBlockInfoArray & a_Info)
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a_Info[E_BLOCK_WOODEN_BUTTON ].m_IsSolid = false;
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a_Info[E_BLOCK_WOODEN_PRESSURE_PLATE].m_IsSolid = false;
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a_Info[E_BLOCK_WOODEN_SLAB ].m_IsSolid = false;
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a_Info[E_BLOCK_WOODEN_STAIRS ].m_IsSolid = false;
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// Blocks that fully occupy their voxel - used as a guide for torch placeable blocks, amongst other things:
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