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IsWeatherSunnyAt does something useful :D

This commit is contained in:
Tiger Wang 2014-06-11 13:37:04 +01:00
parent c335b8d773
commit f7913d3b74

View File

@ -710,20 +710,16 @@ public:
/** Returns true if the current weather is sun */ /** Returns true if the current weather is sun */
bool IsWeatherSunny(void) const { return (m_Weather == wSunny); } bool IsWeatherSunny(void) const { return (m_Weather == wSunny); }
/** Returns true if it is sunny at the specified location. This takes into accunt biomes. /** Returns true if it is sunny at the specified location. This takes into account biomes. */
This function is identical to IsWeatherSunny except for two extra parameters that aren't used, but bearbin insists :/
*/
bool IsWeatherSunnyAt(int a_BlockX, int a_BlockZ) const bool IsWeatherSunnyAt(int a_BlockX, int a_BlockZ) const
{ {
UNUSED(a_BlockX); return (IsWeatherSunny() || IsBiomeNoDownfall(GetBiomeAt(a_BlockX, a_BlockZ)));
UNUSED(a_BlockZ);
return (m_Weather == wSunny);
} }
/** Returns true if the current weather is rain */ /** Returns true if the current weather is rain */
bool IsWeatherRain(void) const { return (m_Weather == wRain); } bool IsWeatherRain(void) const { return (m_Weather == wRain); }
/** Returns true if it is raining at the specified location. This takes into accunt biomes. */ /** Returns true if it is raining at the specified location. This takes into account biomes. */
bool IsWeatherRainAt (int a_BlockX, int a_BlockZ) const bool IsWeatherRainAt (int a_BlockX, int a_BlockZ) const
{ {
return (m_Weather == wRain) && (!IsBiomeNoDownfall(GetBiomeAt(a_BlockX, a_BlockZ))); return (m_Weather == wRain) && (!IsBiomeNoDownfall(GetBiomeAt(a_BlockX, a_BlockZ)));
@ -732,7 +728,7 @@ public:
/** Returns true if the current weather is stormy */ /** Returns true if the current weather is stormy */
bool IsWeatherStorm(void) const { return (m_Weather == wStorm); } bool IsWeatherStorm(void) const { return (m_Weather == wStorm); }
/** Returns true if the weather is stormy at the specified location. This takes into accunt biomes. */ /** Returns true if the weather is stormy at the specified location. This takes into account biomes. */
bool IsWeatherStormAt(int a_BlockX, int a_BlockZ) const bool IsWeatherStormAt(int a_BlockX, int a_BlockZ) const
{ {
return (m_Weather == wStorm) && (!IsBiomeNoDownfall(GetBiomeAt(a_BlockX, a_BlockZ))); return (m_Weather == wStorm) && (!IsBiomeNoDownfall(GetBiomeAt(a_BlockX, a_BlockZ)));
@ -741,7 +737,7 @@ public:
/** Returns true if the current weather has any precipitation - rain, storm or snow */ /** Returns true if the current weather has any precipitation - rain, storm or snow */
bool IsWeatherWet(void) const { return (m_Weather != wSunny); } bool IsWeatherWet(void) const { return (m_Weather != wSunny); }
/** Returns true if it is raining, stormy or snowing at the specified location. This takes into accunt biomes. */ /** Returns true if it is raining, stormy or snowing at the specified location. This takes into account biomes. */
bool IsWeatherWetAt(int a_BlockX, int a_BlockZ) const bool IsWeatherWetAt(int a_BlockX, int a_BlockZ) const
{ {
return (m_Weather != wSunny) && (!IsBiomeNoDownfall(GetBiomeAt(a_BlockX, a_BlockZ))); return (m_Weather != wSunny) && (!IsBiomeNoDownfall(GetBiomeAt(a_BlockX, a_BlockZ)));