diff options
Diffstat (limited to 'src/Entities')
-rw-r--r-- | src/Entities/Entity.cpp | 6 | ||||
-rw-r--r-- | src/Entities/Minecart.cpp | 16 | ||||
-rw-r--r-- | src/Entities/Player.cpp | 2 | ||||
-rw-r--r-- | src/Entities/ProjectileEntity.cpp | 4 |
4 files changed, 14 insertions, 14 deletions
diff --git a/src/Entities/Entity.cpp b/src/Entities/Entity.cpp index 8554ab2a5..96e8c15a5 100644 --- a/src/Entities/Entity.cpp +++ b/src/Entities/Entity.cpp @@ -582,11 +582,11 @@ void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk) int RelBlockZ = BlockZ - (NextChunk->GetPosZ() * cChunkDef::Width); BLOCKTYPE BlockIn = NextChunk->GetBlock( RelBlockX, BlockY, RelBlockZ ); BLOCKTYPE BlockBelow = (BlockY > 0) ? NextChunk->GetBlock(RelBlockX, BlockY - 1, RelBlockZ) : E_BLOCK_AIR; - if (!g_BlockIsSolid[BlockIn]) // Making sure we are not inside a solid block + if (!cBlockInfo::IsSolid(BlockIn)) // Making sure we are not inside a solid block { if (m_bOnGround) // check if it's still on the ground { - if (!g_BlockIsSolid[BlockBelow]) // Check if block below is air or water. + if (!cBlockInfo::IsSolid(BlockBelow)) // Check if block below is air or water. { m_bOnGround = false; } @@ -616,7 +616,7 @@ void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk) // The pickup is too close to an unloaded chunk, bail out of any physics handling return; } - if (!g_BlockIsSolid[GotBlock]) + if (!cBlockInfo::IsSolid(GotBlock)) { NextPos.x += gCrossCoords[i].x; NextPos.z += gCrossCoords[i].z; diff --git a/src/Entities/Minecart.cpp b/src/Entities/Minecart.cpp index d854906b7..f52a7b6d9 100644 --- a/src/Entities/Minecart.cpp +++ b/src/Entities/Minecart.cpp @@ -720,7 +720,7 @@ bool cMinecart::TestBlockCollision(NIBBLETYPE a_RailMeta) if (GetSpeedZ() > 0) { BLOCKTYPE Block = m_World->GetBlock((int)floor(GetPosX()), (int)floor(GetPosY()), (int)ceil(GetPosZ())); - if (!IsBlockRail(Block) && g_BlockIsSolid[Block]) + if (!IsBlockRail(Block) && cBlockInfo::IsSolid(Block)) { // We could try to detect a block in front based purely on coordinates, but xoft made a bounding box system - why not use? :P cBoundingBox bbBlock(Vector3d((int)floor(GetPosX()), (int)floor(GetPosY()), (int)ceil(GetPosZ())), 0.5, 1); @@ -737,7 +737,7 @@ bool cMinecart::TestBlockCollision(NIBBLETYPE a_RailMeta) else if (GetSpeedZ() < 0) { BLOCKTYPE Block = m_World->GetBlock((int)floor(GetPosX()), (int)floor(GetPosY()), (int)floor(GetPosZ()) - 1); - if (!IsBlockRail(Block) && g_BlockIsSolid[Block]) + if (!IsBlockRail(Block) && cBlockInfo::IsSolid(Block)) { cBoundingBox bbBlock(Vector3d((int)floor(GetPosX()), (int)floor(GetPosY()), (int)floor(GetPosZ()) - 1), 0.5, 1); cBoundingBox bbMinecart(Vector3d(GetPosX(), floor(GetPosY()), GetPosZ() - 1), GetWidth() / 2, GetHeight()); @@ -757,7 +757,7 @@ bool cMinecart::TestBlockCollision(NIBBLETYPE a_RailMeta) if (GetSpeedX() > 0) { BLOCKTYPE Block = m_World->GetBlock((int)ceil(GetPosX()), (int)floor(GetPosY()), (int)floor(GetPosZ())); - if (!IsBlockRail(Block) && g_BlockIsSolid[Block]) + if (!IsBlockRail(Block) && cBlockInfo::IsSolid(Block)) { cBoundingBox bbBlock(Vector3d((int)ceil(GetPosX()), (int)floor(GetPosY()), (int)floor(GetPosZ())), 0.5, 1); cBoundingBox bbMinecart(Vector3d(GetPosX(), floor(GetPosY()), GetPosZ()), GetWidth() / 2, GetHeight()); @@ -773,7 +773,7 @@ bool cMinecart::TestBlockCollision(NIBBLETYPE a_RailMeta) else if (GetSpeedX() < 0) { BLOCKTYPE Block = m_World->GetBlock((int)floor(GetPosX()) - 1, (int)floor(GetPosY()), (int)floor(GetPosZ())); - if (!IsBlockRail(Block) && g_BlockIsSolid[Block]) + if (!IsBlockRail(Block) && cBlockInfo::IsSolid(Block)) { cBoundingBox bbBlock(Vector3d((int)floor(GetPosX()) - 1, (int)floor(GetPosY()), (int)floor(GetPosZ())), 0.5, 1); cBoundingBox bbMinecart(Vector3d(GetPosX() - 1, floor(GetPosY()), GetPosZ()), GetWidth() / 2, GetHeight()); @@ -798,10 +798,10 @@ bool cMinecart::TestBlockCollision(NIBBLETYPE a_RailMeta) BLOCKTYPE BlockZM = m_World->GetBlock((int)floor(GetPosX()), (int)floor(GetPosY()), (int)floor(GetPosZ()) + 1); BLOCKTYPE BlockZP = m_World->GetBlock((int)floor(GetPosX()), (int)floor(GetPosY()), (int)floor(GetPosZ()) + 1); if ( - (!IsBlockRail(BlockXM) && g_BlockIsSolid[BlockXM]) || - (!IsBlockRail(BlockXP) && g_BlockIsSolid[BlockXP]) || - (!IsBlockRail(BlockZM) && g_BlockIsSolid[BlockZM]) || - (!IsBlockRail(BlockZP) && g_BlockIsSolid[BlockZP]) + (!IsBlockRail(BlockXM) && cBlockInfo::IsSolid(BlockXM)) || + (!IsBlockRail(BlockXP) && cBlockInfo::IsSolid(BlockXP)) || + (!IsBlockRail(BlockZM) && cBlockInfo::IsSolid(BlockZM)) || + (!IsBlockRail(BlockZP) && cBlockInfo::IsSolid(BlockZP)) ) { SetSpeed(0, 0, 0); diff --git a/src/Entities/Player.cpp b/src/Entities/Player.cpp index 8f94f1feb..42ee14cf3 100644 --- a/src/Entities/Player.cpp +++ b/src/Entities/Player.cpp @@ -1904,7 +1904,7 @@ void cPlayer::Detach() { for (int z = PosZ - 2; z <= (PosZ + 2); ++z) { - if (!g_BlockIsSolid[m_World->GetBlock(x, y, z)] && g_BlockIsSolid[m_World->GetBlock(x, y - 1, z)]) + if (!cBlockInfo::IsSolid(m_World->GetBlock(x, y, z)) && cBlockInfo::IsSolid(m_World->GetBlock(x, y - 1, z))) { TeleportToCoords(x, y, z); return; diff --git a/src/Entities/ProjectileEntity.cpp b/src/Entities/ProjectileEntity.cpp index ef82c6e94..03bc0c99d 100644 --- a/src/Entities/ProjectileEntity.cpp +++ b/src/Entities/ProjectileEntity.cpp @@ -50,12 +50,12 @@ protected: LOGD("Hit block %d:%d at {%d, %d, %d} face %d, %s (%s)", a_BlockType, a_BlockMeta, a_BlockX, a_BlockY, a_BlockZ, a_EntryFace, - g_BlockIsSolid[a_BlockType] ? "solid" : "non-solid", + cBlockInfo::IsSolid(a_BlockType) ? "solid" : "non-solid", ItemToString(cItem(a_BlockType, 1, a_BlockMeta)).c_str() ); */ - if (g_BlockIsSolid[a_BlockType]) + if (cBlockInfo::IsSolid(a_BlockType)) { // The projectile hit a solid block // Calculate the exact hit coords: |