From 9b8dff31e6140cab7ea44ae219771ad6a043c62e Mon Sep 17 00:00:00 2001 From: "madmaxoft@gmail.com" Date: Mon, 27 May 2013 17:28:42 +0000 Subject: DropSpensers: Fixed activation when receiving redstone signal. Now only one item is dropspensed. Fix for FS #378, http://www.mc-server.org/support/index.php?do=details&task_id=378 git-svn-id: http://mc-server.googlecode.com/svn/trunk@1521 0a769ca7-a7f5-676a-18bf-c427514a06d6 --- source/DropSpenserEntity.h | 7 ++++++- 1 file changed, 6 insertions(+), 1 deletion(-) (limited to 'source/DropSpenserEntity.h') diff --git a/source/DropSpenserEntity.h b/source/DropSpenserEntity.h index f4221808c..d58f74f04 100644 --- a/source/DropSpenserEntity.h +++ b/source/DropSpenserEntity.h @@ -65,11 +65,16 @@ public: /// Sets the dropspenser to dropspense an item in the next tick void Activate(void); + /// Sets the internal redstone power flag to "on" or "off", depending on the parameter. Calls Activate() if appropriate + void SetRedstonePower(bool a_IsPowered); + // tolua_end protected: bool m_ShouldDropSpense; ///< If true, the dropspenser will dropspense an item in the next tick - + bool m_IsPowered; ///< Set to true when the dropspenser receives redstone power. + + /// Does the actual work on dropspensing an item. Chooses the slot, calls DropSpenseFromSlot() and handles smoke / sound effects void DropSpense(void); /// Override this function to provide the specific behavior for item dropspensing (drop / shoot / pour / ...) -- cgit v1.2.3