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Implemented xoft suggestion

This commit is contained in:
tonibm19 2013-12-24 19:13:18 +01:00
parent 276f7dae5c
commit e3f89400d8

View File

@ -22,9 +22,10 @@ public:
BLOCKTYPE BlockY2 = a_World->GetBlock(a_BlockX, a_BlockY - 2, a_BlockZ); // We don't need to check this 2 blocks more than 1 time.
if
(
(BlockY1 == E_BLOCK_SNOW_BLOCK) && // If the first two blocks below the pumpkin are snow blocks, spawn a snow golem.
(BlockY2 == E_BLOCK_SNOW_BLOCK)
return;
)
(BlockY1 == E_BLOCK_SNOW_BLOCK) && // If the first two blocks below the pumpkin are snow blocks, spawn a snow golem.
(BlockY2 == E_BLOCK_SNOW_BLOCK)
{
a_World->FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
a_World->FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0);
@ -33,15 +34,17 @@ public:
}
else if
(
return;
)
(BlockY1 == E_BLOCK_IRON_BLOCK) && // If the first two blocks below the pumpkin are iron blocks, spawn an iron golem.
(BlockY2 == E_BLOCK_IRON_BLOCK)
)
{
if
(
(a_World->GetBlock(a_BlockX + 1, a_BlockY - 1, a_BlockZ) == E_BLOCK_IRON_BLOCK) && // Check the first possible locations for arms.
(a_World->GetBlock(a_BlockX - 1, a_BlockY - 1, a_BlockZ) == E_BLOCK_IRON_BLOCK)
return;
)
(a_World->GetBlock(a_BlockX + 1, a_BlockY - 1, a_BlockZ) == E_BLOCK_IRON_BLOCK) && // Check the first possible locations for arms.
(a_World->GetBlock(a_BlockX - 1, a_BlockY - 1, a_BlockZ) == E_BLOCK_IRON_BLOCK)
{
a_World->FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
a_World->FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0);
@ -52,9 +55,10 @@ public:
}
else if
(
(a_World->GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ + 1) == E_BLOCK_IRON_BLOCK) && // Check the other possible locations.
(a_World->GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ - 1) == E_BLOCK_IRON_BLOCK)
return;
)
(a_World->GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ + 1) == E_BLOCK_IRON_BLOCK) && // Check the other possible locations.
(a_World->GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ - 1) == E_BLOCK_IRON_BLOCK)
{
a_World->FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
a_World->FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0);