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cuberite-2a/source/Blocks/BlockButton.cpp
Tiger Wang bc1e236d54 Redstone Megacommit [SEE DESC]
+ Updated BlockID - look for yourself
* Improved button, repeater, lever, and comparator code ->
simplification and splitting of some stuff from the redstone simulator
file
* Fixed buttons not breaking when in an invalid game state
* Fixed QueueSetBlock -> improved (AGAIN) piston code
+ Rewrote redstone simulator

Fixes: #57, #58, #205, and part of #131.
Fixes FS issues: 281, 116, and 102
2013-11-18 22:30:34 +00:00

33 lines
903 B
C++

#include "Globals.h"
#include "BlockButton.h"
cBlockButtonHandler::cBlockButtonHandler(BLOCKTYPE a_BlockType)
: cBlockHandler(a_BlockType)
{
}
void cBlockButtonHandler::OnUse(cWorld *a_World, cPlayer *a_Player, int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, int a_CursorX, int a_CursorY, int a_CursorZ)
{
// Flip the ON bit on/off using the XOR bitwise operation
NIBBLETYPE Meta = ((a_World->GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) ^ 0x08) & 0x0f);
a_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, m_BlockType, Meta);
a_World->BroadcastSoundEffect("random.click", a_BlockX * 8, a_BlockY * 8, a_BlockZ * 8, 0.5f, (Meta & 0x08) ? 0.6f : 0.5f);
// Queue a button reset (unpress)
a_World->QueueSetBlock(a_BlockX, a_BlockY, a_BlockZ, m_BlockType, ((a_World->GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) ^ 0x08) & 0x0f), m_BlockType == E_BLOCK_STONE_BUTTON ? 20 : 30);
}