748b121703
+ DoWith calls now broadcast the block entity and mark the chunk dirty + Add block entity change queue to synchronise BE updates with block updates * Fixed a few incorrect assertions about BE type - Remove manual overloads
43 lines
779 B
C++
43 lines
779 B
C++
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// VaporizeFluidSimulator.cpp
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// Implements the cVaporizeFluidSimulator class representing a fluid simulator that replaces all fluid blocks with air
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#include "Globals.h"
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#include "VaporizeFluidSimulator.h"
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#include "BlockType.h"
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#include "../OpaqueWorld.h"
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#include "../Chunk.h"
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#include "../Blocks/BroadcastInterface.h"
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void cVaporizeFluidSimulator::AddBlock(cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_Block)
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{
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if ((a_Block == m_FluidBlock) || (a_Block == m_StationaryFluidBlock))
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{
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a_Chunk.FastSetBlock(a_Position, E_BLOCK_AIR, 0);
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World::GetBroadcastInterface(m_World).BroadcastSoundEffect(
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"block.fire.extinguish",
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Vector3d(a_Position),
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1.0f,
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0.6f
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);
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}
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}
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void cVaporizeFluidSimulator::Simulate(float a_Dt)
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{
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// Nothing needed
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}
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