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author | Tiger Wang <ziwei.tiger@hotmail.co.uk> | 2013-08-10 22:32:50 +0200 |
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committer | Tiger Wang <ziwei.tiger@hotmail.co.uk> | 2013-08-10 22:32:50 +0200 |
commit | 7e288850b1c13712decb5938cef7e1648ca7fa9b (patch) | |
tree | 8e23cab68e0366f139aeb9514ebb1d75da3f54e5 /source | |
parent | Added back the required extra line in player.cpp (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | source/Blocks/BlockTorch.h | 8 |
1 files changed, 5 insertions, 3 deletions
diff --git a/source/Blocks/BlockTorch.h b/source/Blocks/BlockTorch.h index 00e0a585c..c94c4c436 100644 --- a/source/Blocks/BlockTorch.h +++ b/source/Blocks/BlockTorch.h @@ -1,4 +1,3 @@ - #pragma once #include "BlockHandler.h" @@ -103,7 +102,8 @@ public: virtual bool DoesAllowBlockOnTop(void) override { - return false; + return true; + //was false } @@ -114,6 +114,8 @@ public: case E_BLOCK_GLASS: case E_BLOCK_FENCE: case E_BLOCK_NETHER_BRICK_FENCE: + case E_BLOCK_PISTON: + case E_BLOCK_WORKBENCH: { return (a_Direction == 0x1); // allow only direction "standing on floor" } @@ -130,7 +132,7 @@ public: { // TODO: If placing a torch from below, check all 4 XZ neighbors, place it on that neighbor instead // How to propagate that change up? - // Simon: The easiest way is to calculate the position two times, shouldn´t cost much cpu power :) + // Simon: The easiest way is to calculate the position two times, shouldn�t cost much cpu power :) if (a_BlockFace == BLOCK_FACE_BOTTOM) { |