Merge pull request #2312 from SamJBarney/master
Fixes grass dying at night
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commit
fa100d9345
@ -86,7 +86,7 @@ void cBlockInfo::Initialize(cBlockInfoArray & a_Info)
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a_Info[E_BLOCK_ENDER_CHEST ].m_SpreadLightFalloff = 1;
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a_Info[E_BLOCK_END_PORTAL ].m_SpreadLightFalloff = 1;
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a_Info[E_BLOCK_END_PORTAL_FRAME ].m_SpreadLightFalloff = 1;
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a_Info[E_BLOCK_FARMLAND ].m_SpreadLightFalloff = 15;
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a_Info[E_BLOCK_FARMLAND ].m_SpreadLightFalloff = 1;
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a_Info[E_BLOCK_FENCE ].m_SpreadLightFalloff = 1;
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a_Info[E_BLOCK_FENCE_GATE ].m_SpreadLightFalloff = 1;
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a_Info[E_BLOCK_FIRE ].m_SpreadLightFalloff = 1;
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@ -204,7 +204,6 @@ void cBlockInfo::Initialize(cBlockInfoArray & a_Info)
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a_Info[E_BLOCK_ENDER_CHEST ].m_Transparent = true;
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a_Info[E_BLOCK_END_PORTAL ].m_Transparent = true;
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a_Info[E_BLOCK_END_PORTAL_FRAME ].m_Transparent = true;
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a_Info[E_BLOCK_FARMLAND ].m_Transparent = true;
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a_Info[E_BLOCK_FENCE ].m_Transparent = true;
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a_Info[E_BLOCK_FENCE_GATE ].m_Transparent = true;
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a_Info[E_BLOCK_FIRE ].m_Transparent = true;
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@ -3,6 +3,7 @@
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#include "BlockHandler.h"
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#include "../FastRandom.h"
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#include "../BlockInfo.h"
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#include "Root.h"
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#include "Bindings/PluginManager.h"
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@ -48,13 +49,16 @@ public:
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}
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else if ((a_RelY < cChunkDef::Height - 1))
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{
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NIBBLETYPE light = std::max(a_Chunk.GetBlockLight(a_RelX, a_RelY + 1, a_RelZ), a_Chunk.GetTimeAlteredLight(a_Chunk.GetSkyLight(a_RelX, a_RelY + 1, a_RelZ)));
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// Grass turns back to dirt when light levels are below 5
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if (light < 5)
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BLOCKTYPE above = a_Chunk.GetBlock(a_RelX, a_RelY + 1, a_RelZ);
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// Grass turns back to dirt when the block above is not transparent
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if (!cBlockInfo::IsTransparent(above))
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{
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a_Chunk.FastSetBlock(a_RelX, a_RelY, a_RelZ, E_BLOCK_DIRT, E_META_DIRT_NORMAL);
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return;
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}
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NIBBLETYPE light = std::max(a_Chunk.GetBlockLight(a_RelX, a_RelY + 1, a_RelZ), a_Chunk.GetTimeAlteredLight(a_Chunk.GetSkyLight(a_RelX, a_RelY + 1, a_RelZ)));
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// Source block is not bright enough to spread
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if (light < 9)
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{
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@ -93,10 +97,10 @@ public:
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// Not a regular dirt block
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continue;
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}
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BLOCKTYPE above = a_Chunk.GetBlock(BlockX, BlockY + 1, BlockZ);
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NIBBLETYPE light = std::max(a_Chunk.GetBlockLight(BlockX, BlockY + 1, BlockZ), a_Chunk.GetTimeAlteredLight(a_Chunk.GetSkyLight(BlockX, BlockY + 1, BlockZ)));
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// Grass does not spread to blocks with a light level less than 5
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if (light > 4)
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if ((light > 4) && cBlockInfo::IsTransparent(above))
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{
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if (!cRoot::Get()->GetPluginManager()->CallHookBlockSpread(*Chunk->GetWorld(), Chunk->GetPosX() * cChunkDef::Width + BlockX, BlockY, Chunk->GetPosZ() * cChunkDef::Width + BlockZ, ssGrassSpread))
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{
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