diff options
Diffstat (limited to 'source/Blocks')
-rw-r--r-- | source/Blocks/BlockTorch.h | 15 |
1 files changed, 8 insertions, 7 deletions
diff --git a/source/Blocks/BlockTorch.h b/source/Blocks/BlockTorch.h index b9e0dbf27..a52b373cb 100644 --- a/source/Blocks/BlockTorch.h +++ b/source/Blocks/BlockTorch.h @@ -138,10 +138,6 @@ public: /// Finds a suitable face to place the torch, returning BLOCK_FACE_NONE on failure static char FindSuitableFace(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ) { - // 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 :) - for (int i = 0; i <= 5; i++) { AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, i, true); @@ -152,12 +148,12 @@ public: (BlockInQuestion == E_BLOCK_FENCE) || (BlockInQuestion == E_BLOCK_NETHER_BRICK_FENCE) || (BlockInQuestion == E_BLOCK_COBBLESTONE_WALL)) && - (i = 1) + (i == BLOCK_FACE_TOP) ) { return i; } - else if ( g_BlockIsTorchPlaceable[BlockInQuestion] ) + else if ((g_BlockIsTorchPlaceable[BlockInQuestion]) && (i != BLOCK_FACE_BOTTOM)) { return i; } @@ -193,7 +189,12 @@ public: BLOCKTYPE BlockInQuestion; a_Chunk.UnboundedRelGetBlockType(a_RelX, a_RelY, a_RelZ, BlockInQuestion); - if ((BlockInQuestion == E_BLOCK_GLASS) || (BlockInQuestion == E_BLOCK_FENCE) || (BlockInQuestion == E_BLOCK_NETHER_BRICK_FENCE)) + if ( + (BlockInQuestion == E_BLOCK_GLASS) || + (BlockInQuestion == E_BLOCK_FENCE) || + (BlockInQuestion == E_BLOCK_NETHER_BRICK_FENCE) || + (BlockInQuestion == E_BLOCK_COBBLESTONE_WALL) + ) { // Torches can be placed on tops of glass and fences, despite them being 'untorcheable' // No need to check for upright orientation, it was done when the torch was placed |