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authortonibm19 <tonibm19@gmail.com>2013-12-25 16:59:26 +0100
committertonibm19 <tonibm19@gmail.com>2013-12-25 16:59:26 +0100
commit6b6b6e74989dc1c8008ae8fef8491847e405331b (patch)
tree9554ec3fa70d12003d142508d440d89eef4c749c
parentBLOCKTYPE... (diff)
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-rw-r--r--src/Blocks/BlockPumpkin.h54
1 files changed, 29 insertions, 25 deletions
diff --git a/src/Blocks/BlockPumpkin.h b/src/Blocks/BlockPumpkin.h
index d7b8513a7..744f0ecde 100644
--- a/src/Blocks/BlockPumpkin.h
+++ b/src/Blocks/BlockPumpkin.h
@@ -16,40 +16,44 @@ 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).
+ 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).
+ {
+ return;
+ }
+ BLOCKTYPE BlockY1 = a_World->GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ);
+ BLOCKTYPE 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) && (BlockY2 == E_BLOCK_SNOW_BLOCK)) //If the first two blocks below the pumpkin are snow blocks, spawn a snow golem.
+ {
+ a_World->FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
+ a_World->FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0);
+ a_World->FastSetBlock(a_BlockX, a_BlockY - 2, a_BlockZ, E_BLOCK_AIR, 0);
+ a_World->SpawnMob(a_BlockX + 0.5, a_BlockY - 2, a_BlockZ + 0.5, cMonster::mtSnowGolem);
+ }
+ else if ((BlockY1 == E_BLOCK_IRON_BLOCK) && (BlockY2 == E_BLOCK_IRON_BLOCK)) //If the first two blocks below the pumpkin are iron blocks, spawn an iron golem.
{
- BLOCKTYPE BlockY1 = a_World->GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ);
- BLOCKTYPE 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) && (BlockY2 == E_BLOCK_SNOW_BLOCK)) //If the first two blocks below the pumpkin are snow blocks, spawn a snow golem.
+ if ((a_World->GetBlock(a_BlockX + 1, a_BlockY - 1, a_BlockZ) == E_BLOCK_IRON_BLOCK) && (a_World->GetBlock(a_BlockX - 1, a_BlockY - 1, a_BlockZ) == E_BLOCK_IRON_BLOCK)) //Check the first possible locations for arms.
{
a_World->FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
a_World->FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0);
- a_World->FastSetBlock(a_BlockX, a_BlockY - 2, a_BlockZ, E_BLOCK_AIR, 0);
- a_World->SpawnMob(a_BlockX + 0.5, a_BlockY - 2, a_BlockZ + 0.5, cMonster::mtSnowGolem);
+ 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.
}
- else if ((BlockY1 == E_BLOCK_IRON_BLOCK) && (BlockY2 == E_BLOCK_IRON_BLOCK)) //If the first two blocks below the pumpkin are iron blocks, spawn an iron golem.
+ else if((a_World->GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ + 1) == E_BLOCK_IRON_BLOCK) && (a_World->GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ - 1) == E_BLOCK_IRON_BLOCK)) //Check the other possible locations.
{
- if ((a_World->GetBlock(a_BlockX + 1, a_BlockY - 1, a_BlockZ) == E_BLOCK_IRON_BLOCK) && (a_World->GetBlock(a_BlockX - 1, a_BlockY - 1, a_BlockZ) == E_BLOCK_IRON_BLOCK)) //Check the first possible locations for arms.
- {
- a_World->FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
- 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.
- }
- else if((a_World->GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ + 1) == E_BLOCK_IRON_BLOCK) && (a_World->GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ - 1) == E_BLOCK_IRON_BLOCK)) //Check the other possible locations.
- {
- a_World->FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
- a_World->FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0);
- a_World->FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ + 1, E_BLOCK_AIR, 0);
- a_World->FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ - 1, E_BLOCK_AIR, 0);
- a_World->FastSetBlock(a_BlockX, a_BlockY - 2, a_BlockZ, E_BLOCK_AIR, 0);
- a_World->SpawnMob(a_BlockX + 0.5, a_BlockY - 2, a_BlockZ + 0.5, cMonster::mtIronGolem);
- }
+ a_World->FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
+ a_World->FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0);
+ a_World->FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ + 1, E_BLOCK_AIR, 0);
+ a_World->FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ - 1, E_BLOCK_AIR, 0);
+ a_World->FastSetBlock(a_BlockX, a_BlockY - 2, a_BlockZ, E_BLOCK_AIR, 0);
+ a_World->SpawnMob(a_BlockX + 0.5, a_BlockY - 2, a_BlockZ + 0.5, cMonster::mtIronGolem);
}
}
}
+ }
virtual bool GetPlacementBlockTypeMeta(
cWorld * a_World, cPlayer * a_Player,