From 53231bebd650b9398060cee1434ad4c44152d36e Mon Sep 17 00:00:00 2001 From: Tiger Wang Date: Wed, 5 Mar 2014 22:12:48 +0000 Subject: Added extra awesomeness to TNT + TNT now has a chance of flinging FallingBlock entities around * Improved TNT damage * Improved TNT spawning visuals * Possible fix for 'SetSwimState failure' messages in debug --- src/Simulator/IncrementalRedstoneSimulator.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src/Simulator/IncrementalRedstoneSimulator.cpp') diff --git a/src/Simulator/IncrementalRedstoneSimulator.cpp b/src/Simulator/IncrementalRedstoneSimulator.cpp index 0640227b0..c9305b8ff 100644 --- a/src/Simulator/IncrementalRedstoneSimulator.cpp +++ b/src/Simulator/IncrementalRedstoneSimulator.cpp @@ -838,8 +838,8 @@ void cIncrementalRedstoneSimulator::HandleTNT(int a_BlockX, int a_BlockY, int a_ if (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ)) { m_World.BroadcastSoundEffect("game.tnt.primed", a_BlockX * 8, a_BlockY * 8, a_BlockZ * 8, 0.5f, 0.6f); - m_World.SpawnPrimedTNT(a_BlockX + 0.5, a_BlockY + 0.5, a_BlockZ + 0.5, 4); // 4 seconds to boom m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0); + m_World.SpawnPrimedTNT(a_BlockX + 0.5, a_BlockY + 0.5, a_BlockZ + 0.5, 4); // 4 seconds to boom } } -- cgit v1.2.3 From 89027cb67510f49114b9cd99c585009465a3ef66 Mon Sep 17 00:00:00 2001 From: madmaxoft Date: Sun, 16 Mar 2014 22:00:28 +0100 Subject: Fixed double to float conversions. --- src/Simulator/IncrementalRedstoneSimulator.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src/Simulator/IncrementalRedstoneSimulator.cpp') diff --git a/src/Simulator/IncrementalRedstoneSimulator.cpp b/src/Simulator/IncrementalRedstoneSimulator.cpp index ca2ef4b1a..6ace8ade9 100644 --- a/src/Simulator/IncrementalRedstoneSimulator.cpp +++ b/src/Simulator/IncrementalRedstoneSimulator.cpp @@ -1062,7 +1062,7 @@ void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_BlockX, int a_Bloc { Vector3f EntityPos = a_Entity->GetPosition(); Vector3f BlockPos(m_X + 0.5f, (float)m_Y, m_Z + 0.5f); - float Distance = (EntityPos - BlockPos).Length(); + double Distance = (EntityPos - BlockPos).Length(); if (Distance <= 0.7) { -- cgit v1.2.3