1
0
Fork 0

Fix doors and trapdoors closing on server restart

This commit is contained in:
Peter Bell 2020-08-25 19:08:13 +01:00 committed by Tiger Wang
parent a473e8ba52
commit fa917259a5
2 changed files with 6 additions and 2 deletions

View File

@ -40,9 +40,11 @@ namespace DoorHandler
Power = std::max(Power, Callback.Power);
cChunkInterface ChunkInterface(a_Chunk.GetWorld()->GetChunkMap());
// Use redstone data rather than block state so players can override redstone control
const auto Previous = DataForChunk(a_Chunk).ExchangeUpdateOncePowerData(a_Position, Power);
const bool IsOpen = (Previous != 0);
const bool ShouldBeOpen = Power != 0;
const auto AbsolutePosition = cChunkDef::RelativeToAbsolute(a_Position, a_Chunk.GetPos());
const bool IsOpen = cBlockDoorHandler::IsOpen(ChunkInterface, AbsolutePosition);
if (ShouldBeOpen != IsOpen)
{

View File

@ -22,8 +22,10 @@ namespace SmallGateHandler
{
// LOGD("Evaluating gateydory the fence gate/trapdoor (%d %d %d)", a_Position.x, a_Position.y, a_Position.z);
// Use redstone data rather than block state so players can override redstone control
const auto Previous = DataForChunk(a_Chunk).ExchangeUpdateOncePowerData(a_Position, Power);
const bool IsOpen = (Previous != 0);
const bool ShouldBeOpen = Power != 0;
const bool IsOpen = (a_Meta & 0x4) == 0x4;
if (ShouldBeOpen != IsOpen)
{