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authortonibm19 <tonibm19@gmail.com>2013-12-24 18:41:49 +0100
committertonibm19 <tonibm19@gmail.com>2013-12-24 18:41:49 +0100
commit59f8068cf427879f3ac303c254231e4339eb780f (patch)
treed5a20d11eeb83f89ce1f56449139532592145875
parentChanged a little how detection works and added comments. (diff)
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-rw-r--r--src/Blocks/BlockPumpkin.h16
1 files changed, 8 insertions, 8 deletions
diff --git a/src/Blocks/BlockPumpkin.h b/src/Blocks/BlockPumpkin.h
index 8e8c7cdce..7a1f7da4d 100644
--- a/src/Blocks/BlockPumpkin.h
+++ b/src/Blocks/BlockPumpkin.h
@@ -16,13 +16,13 @@ public:
virtual void OnPlacedByPlayer(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, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta) override
{
- if (a_BlockY > 1) //Make sure server won't check for inexistent blocks (below y=0).
+ if (a_BlockY > 1) // Make sure server won't check for inexistent blocks (below y=0).
{
int BlockY1 = a_World->GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ);
- int BlockY2 = a_World->GetBlock(a_BlockX, a_BlockY - 2, a_BlockZ);//We don't need to check this 2 blocks more than 1 time.
+ int BlockY2 = a_World->GetBlock(a_BlockX, a_BlockY - 2, a_BlockZ); // We don't need to check this 2 blocks more than 1 time.
if
(
- (BlockY1 == E_BLOCK_SNOW_BLOCK) && //If the first two blocks below the pumpkin are snow blocks, spawn a snow golem.
+ (BlockY1 == E_BLOCK_SNOW_BLOCK) && // If the first two blocks below the pumpkin are snow blocks, spawn a snow golem.
(BlockY2 == E_BLOCK_SNOW_BLOCK)
)
{
@@ -33,13 +33,13 @@ public:
}
else if
(
- (BlockY1 == E_BLOCK_IRON_BLOCK) && //If the first two blocks below the pumpkin are iron blocks, spawn an iron golem.
+ (BlockY1 == E_BLOCK_IRON_BLOCK) && // If the first two blocks below the pumpkin are iron blocks, spawn an iron golem.
(BlockY2 == E_BLOCK_IRON_BLOCK)
)
{
if
(
- (a_World->GetBlock(a_BlockX + 1, a_BlockY - 1, a_BlockZ) == E_BLOCK_IRON_BLOCK) && //Check the first possible locations for arms.
+ (a_World->GetBlock(a_BlockX + 1, a_BlockY - 1, a_BlockZ) == E_BLOCK_IRON_BLOCK) && // Check the first possible locations for arms.
(a_World->GetBlock(a_BlockX - 1, a_BlockY - 1, a_BlockZ) == E_BLOCK_IRON_BLOCK)
)
{
@@ -47,12 +47,12 @@ public:
a_World->FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0);
a_World->FastSetBlock(a_BlockX + 1, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0);
a_World->FastSetBlock(a_BlockX - 1, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0);
- a_World->FastSetBlock(a_BlockX, a_BlockY - 2, a_BlockZ, E_BLOCK_AIR, 0); //Set all blocks used for creation to air.
- a_World->SpawnMob(a_BlockX + 0.5, a_BlockY - 2, a_BlockZ + 0.5, cMonster::mtIronGolem); //Spawn an iron golem.
+ a_World->FastSetBlock(a_BlockX, a_BlockY - 2, a_BlockZ, E_BLOCK_AIR, 0); // Set all blocks used for creation to air.
+ a_World->SpawnMob(a_BlockX + 0.5, a_BlockY - 2, a_BlockZ + 0.5, cMonster::mtIronGolem); // Spawn an iron golem.
}
else if
(
- (a_World->GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ + 1) == E_BLOCK_IRON_BLOCK) && //Check the other possible locations.
+ (a_World->GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ + 1) == E_BLOCK_IRON_BLOCK) && // Check the other possible locations.
(a_World->GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ - 1) == E_BLOCK_IRON_BLOCK)
)
{