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-rw-r--r--src/Blocks/BlockPumpkin.h64
1 files changed, 0 insertions, 64 deletions
diff --git a/src/Blocks/BlockPumpkin.h b/src/Blocks/BlockPumpkin.h
index 275d1422a..af00fbe8e 100644
--- a/src/Blocks/BlockPumpkin.h
+++ b/src/Blocks/BlockPumpkin.h
@@ -17,70 +17,6 @@ public:
}
- virtual void OnPlacedByPlayer(cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace, int a_CursorX, int a_CursorY, int a_CursorZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta) override
- {
- // Check whether the pumpkin is a part of a golem or a snowman
-
- if (a_BlockY < 2)
- {
- // The pumpkin is too low for a golem / snowman
- return;
- }
-
- BLOCKTYPE BlockY1 = a_ChunkInterface.GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ);
- BLOCKTYPE BlockY2 = a_ChunkInterface.GetBlock(a_BlockX, a_BlockY - 2, a_BlockZ);
-
- // Check for a snow golem:
- if ((BlockY1 == E_BLOCK_SNOW_BLOCK) && (BlockY2 == E_BLOCK_SNOW_BLOCK))
- {
- a_ChunkInterface.FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
- a_ChunkInterface.FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0);
- a_ChunkInterface.FastSetBlock(a_BlockX, a_BlockY - 2, a_BlockZ, E_BLOCK_AIR, 0);
- a_WorldInterface.SpawnMob(a_BlockX + 0.5, a_BlockY - 2, a_BlockZ + 0.5, mtSnowGolem);
- return;
- }
-
- // Check for an iron golem. First check only the body and legs, since those are the same for both orientations:
- if ((BlockY1 != E_BLOCK_IRON_BLOCK) || (BlockY2 != E_BLOCK_IRON_BLOCK))
- {
- // One of the blocks is not an iron, no chance of a golem here
- return;
- }
-
- // Now check both orientations for hands:
- if (
- (a_ChunkInterface.GetBlock(a_BlockX + 1, a_BlockY - 1, a_BlockZ) == E_BLOCK_IRON_BLOCK) &&
- (a_ChunkInterface.GetBlock(a_BlockX - 1, a_BlockY - 1, a_BlockZ) == E_BLOCK_IRON_BLOCK)
- )
- {
- // Remove the iron blocks:
- a_ChunkInterface.FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
- a_ChunkInterface.FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0);
- a_ChunkInterface.FastSetBlock(a_BlockX + 1, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0);
- a_ChunkInterface.FastSetBlock(a_BlockX - 1, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0);
- a_ChunkInterface.FastSetBlock(a_BlockX, a_BlockY - 2, a_BlockZ, E_BLOCK_AIR, 0);
-
- // Spawn the golem:
- a_WorldInterface.SpawnMob(a_BlockX + 0.5, a_BlockY - 2, a_BlockZ + 0.5, mtIronGolem);
- }
- else if (
- (a_ChunkInterface.GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ + 1) == E_BLOCK_IRON_BLOCK) &&
- (a_ChunkInterface.GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ - 1) == E_BLOCK_IRON_BLOCK)
- )
- {
- // Remove the iron blocks:
- a_ChunkInterface.FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
- a_ChunkInterface.FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0);
- a_ChunkInterface.FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ + 1, E_BLOCK_AIR, 0);
- a_ChunkInterface.FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ - 1, E_BLOCK_AIR, 0);
- a_ChunkInterface.FastSetBlock(a_BlockX, a_BlockY - 2, a_BlockZ, E_BLOCK_AIR, 0);
-
- // Spawn the golem:
- a_WorldInterface.SpawnMob(a_BlockX + 0.5, a_BlockY - 2, a_BlockZ + 0.5, mtIronGolem);
- }
- }
-
-
virtual bool GetPlacementBlockTypeMeta(
cChunkInterface & a_ChunkInterface, cPlayer * a_Player,
int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace,