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authortonibm19 <tonibm19@gmail.com>2013-12-24 18:37:09 +0100
committertonibm19 <tonibm19@gmail.com>2013-12-24 18:37:09 +0100
commit85fc1478fa8ec847fa467db29d70d37714972ba9 (patch)
tree5722d6b7b04594cbdf2a9c8dcb019bdd2a0f1a5a /src/Blocks
parentStoring Y -1 and -2 blocks in a variable (diff)
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Diffstat (limited to 'src/Blocks')
-rw-r--r--src/Blocks/BlockPumpkin.h59
1 files changed, 31 insertions, 28 deletions
diff --git a/src/Blocks/BlockPumpkin.h b/src/Blocks/BlockPumpkin.h
index 78a38fd02..8e8c7cdce 100644
--- a/src/Blocks/BlockPumpkin.h
+++ b/src/Blocks/BlockPumpkin.h
@@ -16,13 +16,13 @@ public:
virtual void OnPlacedByPlayer(cWorld * a_World, cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, int a_CursorX, int a_CursorY, int a_CursorZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta) override
{
- if (a_BlockY > 1) // Make sure server won't check for inexistent blocks (below y=0)
+ if (a_BlockY > 1) //Make sure server won't check for inexistent blocks (below y=0).
{
int BlockY1 = a_World->GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ);
- int BlockY2 = a_World->GetBlock(a_BlockX, a_BlockY - 2, a_BlockZ);// We don't need to check this blocks more than 1 time
+ int BlockY2 = a_World->GetBlock(a_BlockX, a_BlockY - 2, a_BlockZ);//We don't need to check this 2 blocks more than 1 time.
if
(
- (BlockY1 == E_BLOCK_SNOW_BLOCK) &&
+ (BlockY1 == E_BLOCK_SNOW_BLOCK) && //If the first two blocks below the pumpkin are snow blocks, spawn a snow golem.
(BlockY2 == E_BLOCK_SNOW_BLOCK)
)
{
@@ -31,35 +31,38 @@ public:
a_World->FastSetBlock(a_BlockX, a_BlockY - 2, a_BlockZ, E_BLOCK_AIR, 0);
a_World->SpawnMob(a_BlockX + 0.5, a_BlockY - 2, a_BlockZ + 0.5, cMonster::mtSnowGolem);
}
- if
+ else if
(
- (BlockY1 == E_BLOCK_IRON_BLOCK) &&
- (a_World->GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ + 1) == E_BLOCK_IRON_BLOCK) &&
- (a_World->GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ - 1) == E_BLOCK_IRON_BLOCK) &&
+ (BlockY1 == E_BLOCK_IRON_BLOCK) && //If the first two blocks below the pumpkin are iron blocks, spawn an iron golem.
(BlockY2 == E_BLOCK_IRON_BLOCK)
)
{
- a_World->FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
- a_World->FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0);
- a_World->FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ + 1, E_BLOCK_AIR, 0);
- a_World->FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ - 1, E_BLOCK_AIR, 0);
- a_World->FastSetBlock(a_BlockX, a_BlockY - 2, a_BlockZ, E_BLOCK_AIR, 0);
- a_World->SpawnMob(a_BlockX + 0.5, a_BlockY - 2, a_BlockZ + 0.5, cMonster::mtIronGolem);
- }
- else if
- (
- (a_World->GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ) == E_BLOCK_IRON_BLOCK) &&
- (a_World->GetBlock(a_BlockX + 1, a_BlockY - 1, a_BlockZ) == E_BLOCK_IRON_BLOCK) &&
- (a_World->GetBlock(a_BlockX - 1, a_BlockY - 1, a_BlockZ) == E_BLOCK_IRON_BLOCK) &&
- (a_World->GetBlock(a_BlockX, a_BlockY - 2, a_BlockZ) == E_BLOCK_IRON_BLOCK)
- )
- {
- a_World->FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
- a_World->FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0);
- a_World->FastSetBlock(a_BlockX + 1, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0);
- a_World->FastSetBlock(a_BlockX - 1, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0);
- a_World->FastSetBlock(a_BlockX, a_BlockY - 2, a_BlockZ, E_BLOCK_AIR, 0);
- a_World->SpawnMob(a_BlockX + 0.5, a_BlockY - 2, a_BlockZ + 0.5, cMonster::mtIronGolem);
+ if
+ (
+ (a_World->GetBlock(a_BlockX + 1, a_BlockY - 1, a_BlockZ) == E_BLOCK_IRON_BLOCK) && //Check the first possible locations for arms.
+ (a_World->GetBlock(a_BlockX - 1, a_BlockY - 1, a_BlockZ) == E_BLOCK_IRON_BLOCK)
+ )
+ {
+ a_World->FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
+ a_World->FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0);
+ a_World->FastSetBlock(a_BlockX + 1, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0);
+ a_World->FastSetBlock(a_BlockX - 1, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0);
+ a_World->FastSetBlock(a_BlockX, a_BlockY - 2, a_BlockZ, E_BLOCK_AIR, 0); //Set all blocks used for creation to air.
+ a_World->SpawnMob(a_BlockX + 0.5, a_BlockY - 2, a_BlockZ + 0.5, cMonster::mtIronGolem); //Spawn an iron golem.
+ }
+ else if
+ (
+ (a_World->GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ + 1) == E_BLOCK_IRON_BLOCK) && //Check the other possible locations.
+ (a_World->GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ - 1) == E_BLOCK_IRON_BLOCK)
+ )
+ {
+ a_World->FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
+ a_World->FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0);
+ a_World->FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ + 1, E_BLOCK_AIR, 0);
+ a_World->FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ - 1, E_BLOCK_AIR, 0);
+ a_World->FastSetBlock(a_BlockX, a_BlockY - 2, a_BlockZ, E_BLOCK_AIR, 0);
+ a_World->SpawnMob(a_BlockX + 0.5, a_BlockY - 2, a_BlockZ + 0.5, cMonster::mtIronGolem);
+ }
}
}
}