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authorTiger Wang <ziwei.tiger@hotmail.co.uk>2013-09-17 21:19:12 +0200
committerTiger Wang <ziwei.tiger@hotmail.co.uk>2013-09-17 21:19:12 +0200
commit558cc1bf26edff485e4673f5db7158970445dda7 (patch)
tree6e4df23d15000c4b154ed9667e0b51801f4ca7cd /source
parentMerge pull request #171 from tonibm19/patch-5 (diff)
parentFixed derpy comparison (diff)
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Diffstat (limited to 'source')
-rw-r--r--source/Blocks/BlockTorch.h15
-rw-r--r--source/Entities/Entity.cpp26
2 files changed, 21 insertions, 20 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
diff --git a/source/Entities/Entity.cpp b/source/Entities/Entity.cpp
index d9272b39d..dc3c7796e 100644
--- a/source/Entities/Entity.cpp
+++ b/source/Entities/Entity.cpp
@@ -651,21 +651,21 @@ void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
}
}
}
- else
+ }
+ else
+ {
+ // Friction for non-minecarts
+ if (NextSpeed.SqrLength() > 0.0004f)
{
- // Friction
- if (NextSpeed.SqrLength() > 0.0004f)
+ NextSpeed.x *= 0.7f / (1 + a_Dt);
+ if (fabs(NextSpeed.x) < 0.05)
{
- NextSpeed.x *= 0.7f / (1 + a_Dt);
- if (fabs(NextSpeed.x) < 0.05)
- {
- NextSpeed.x = 0;
- }
- NextSpeed.z *= 0.7f / (1 + a_Dt);
- if (fabs(NextSpeed.z) < 0.05)
- {
- NextSpeed.z = 0;
- }
+ NextSpeed.x = 0;
+ }
+ NextSpeed.z *= 0.7f / (1 + a_Dt);
+ if (fabs(NextSpeed.z) < 0.05)
+ {
+ NextSpeed.z = 0;
}
}
}