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-rw-r--r--src/BlockEntities/DropSpenserEntity.cpp4
-rw-r--r--src/BlockEntities/NoteEntity.cpp6
2 files changed, 4 insertions, 6 deletions
diff --git a/src/BlockEntities/DropSpenserEntity.cpp b/src/BlockEntities/DropSpenserEntity.cpp
index 34c7857b0..df825c995 100644
--- a/src/BlockEntities/DropSpenserEntity.cpp
+++ b/src/BlockEntities/DropSpenserEntity.cpp
@@ -75,7 +75,7 @@ void cDropSpenserEntity::DropSpense(cChunk & a_Chunk)
if (SlotsCnt == 0)
{
// Nothing in the dropspenser, play the click sound
- m_World->BroadcastSoundEffect("block.dispenser.fail", static_cast<double>(m_PosX), static_cast<double>(m_PosY), static_cast<double>(m_PosZ), 1.0f, 1.2f);
+ m_World->BroadcastSoundEffect("block.dispenser.fail", Vector3d(m_PosX, m_PosY, m_PosZ), 1.0f, 1.2f);
return;
}
@@ -97,7 +97,7 @@ void cDropSpenserEntity::DropSpense(cChunk & a_Chunk)
case E_META_DROPSPENSER_FACING_ZP: SmokeDir = static_cast<int>(SmokeDirection::NORTH); break;
}
m_World->BroadcastSoundParticleEffect(EffectID::PARTICLE_SMOKE, m_PosX, m_PosY, m_PosZ, SmokeDir);
- m_World->BroadcastSoundEffect("block.dispenser.dispense", static_cast<double>(m_PosX), static_cast<double>(m_PosY), static_cast<double>(m_PosZ), 1.0f, 1.0f);
+ m_World->BroadcastSoundEffect("block.dispenser.dispense", Vector3d(m_PosX, m_PosY, m_PosZ), 1.0f, 1.0f);
}
diff --git a/src/BlockEntities/NoteEntity.cpp b/src/BlockEntities/NoteEntity.cpp
index a3638164d..ca8c2c03d 100644
--- a/src/BlockEntities/NoteEntity.cpp
+++ b/src/BlockEntities/NoteEntity.cpp
@@ -243,15 +243,13 @@ void cNoteEntity::MakeSound(void)
}
}
- m_World->BroadcastBlockAction(m_PosX, m_PosY, m_PosZ, static_cast<Byte>(instrument), static_cast<Byte>(m_Pitch), E_BLOCK_NOTE_BLOCK);
+ m_World->BroadcastBlockAction({m_PosX, m_PosY, m_PosZ}, static_cast<Byte>(instrument), static_cast<Byte>(m_Pitch), E_BLOCK_NOTE_BLOCK);
// TODO: instead of calculating the power function over and over, make a precalculated table - there's only 24 pitches after all
float calcPitch = static_cast<float>(pow(2.0f, static_cast<float>(m_Pitch - 12.0f) / 12.0f));
m_World->BroadcastSoundEffect(
sampleName,
- static_cast<double>(m_PosX),
- static_cast<double>(m_PosY),
- static_cast<double>(m_PosZ),
+ Vector3d(m_PosX, m_PosY, m_PosZ),
3.0f,
calcPitch
);