Prefabs can specify that they don't want flooring.
Previously the flag was ignored.
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@ -174,44 +174,47 @@ void cPrefab::Draw(cChunkDesc & a_Dest, const cPlacedPiece * a_Placement) const
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a_Dest.WriteBlockArea(Image, Placement.x, Placement.y, Placement.z, m_MergeStrategy);
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// If requested, draw the floor (from the bottom of the prefab down to the nearest non-air)
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int MaxX = Image.GetSizeX();
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int MaxZ = Image.GetSizeZ();
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for (int z = 0; z < MaxZ; z++)
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if (m_ShouldExtendFloor)
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{
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int RelZ = Placement.z + z;
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if ((RelZ < 0) || (RelZ >= cChunkDef::Width))
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int MaxX = Image.GetSizeX();
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int MaxZ = Image.GetSizeZ();
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for (int z = 0; z < MaxZ; z++)
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{
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// Z coord outside the chunk
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continue;
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}
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for (int x = 0; x < MaxX; x++)
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{
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int RelX = Placement.x + x;
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if ((RelX < 0) || (RelX >= cChunkDef::Width))
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int RelZ = Placement.z + z;
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if ((RelZ < 0) || (RelZ >= cChunkDef::Width))
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{
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// X coord outside the chunk
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// Z coord outside the chunk
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continue;
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}
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BLOCKTYPE BlockType;
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NIBBLETYPE BlockMeta;
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Image.GetRelBlockTypeMeta(x, 0, z, BlockType, BlockMeta);
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if ((BlockType == E_BLOCK_AIR) || (BlockType == E_BLOCK_SPONGE))
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for (int x = 0; x < MaxX; x++)
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{
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// Do not expand air nor sponge blocks
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continue;
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}
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for (int y = Placement.y - 1; y >= 0; y--)
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{
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BLOCKTYPE ExistingBlock = a_Dest.GetBlockType(RelX, y, RelZ);
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if (ExistingBlock != E_BLOCK_AIR)
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int RelX = Placement.x + x;
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if ((RelX < 0) || (RelX >= cChunkDef::Width))
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{
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// End the expansion for this column, reached the end
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break;
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// X coord outside the chunk
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continue;
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}
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a_Dest.SetBlockTypeMeta(RelX, y, RelZ, BlockType, BlockMeta);
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} // for y
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} // for x
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} // for z
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BLOCKTYPE BlockType;
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NIBBLETYPE BlockMeta;
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Image.GetRelBlockTypeMeta(x, 0, z, BlockType, BlockMeta);
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if ((BlockType == E_BLOCK_AIR) || (BlockType == E_BLOCK_SPONGE))
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{
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// Do not expand air nor sponge blocks
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continue;
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}
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for (int y = Placement.y - 1; y >= 0; y--)
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{
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BLOCKTYPE ExistingBlock = a_Dest.GetBlockType(RelX, y, RelZ);
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if (ExistingBlock != E_BLOCK_AIR)
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{
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// End the expansion for this column, reached the end
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break;
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}
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a_Dest.SetBlockTypeMeta(RelX, y, RelZ, BlockType, BlockMeta);
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} // for y
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} // for x
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} // for z
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}
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}
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