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-rw-r--r--src/Entities/FallingBlock.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/Entities/FallingBlock.cpp b/src/Entities/FallingBlock.cpp
index 55b9e81e1..132acd09a 100644
--- a/src/Entities/FallingBlock.cpp
+++ b/src/Entities/FallingBlock.cpp
@@ -46,7 +46,7 @@ void cFallingBlock::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
// Fallen out of this world, just continue falling until out of sight, then destroy:
if (BlockY < VOID_BOUNDARY)
{
- Destroy(true);
+ Destroy();
}
return;
}
@@ -64,7 +64,7 @@ void cFallingBlock::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
// Fallen onto a block that breaks this into pickups (e. g. half-slab)
// Must finish the fall with coords one below the block:
cSandSimulator::FinishFalling(m_World, BlockX, BlockY, BlockZ, m_BlockType, m_BlockMeta);
- Destroy(true);
+ Destroy();
return;
}
else if (!cSandSimulator::CanContinueFallThrough(BlockBelow))
@@ -83,14 +83,14 @@ void cFallingBlock::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
cSandSimulator::FinishFalling(m_World, BlockX, BlockY + 1, BlockZ, m_BlockType, m_BlockMeta);
}
- Destroy(true);
+ Destroy();
return;
}
else if ((m_BlockType == E_BLOCK_CONCRETE_POWDER) && IsBlockWater(BlockBelow))
{
// Concrete powder falling into water solidifies on the first water it touches
cSandSimulator::FinishFalling(m_World, BlockX, BlockY, BlockZ, E_BLOCK_CONCRETE, m_BlockMeta);
- Destroy(true);
+ Destroy();
return;
}