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Redstone wire now updates correctly when added and removed. it also updates all currently programmed redstone items and wire circuits. Also cleaned up the mess I left of the code.

git-svn-id: http://mc-server.googlecode.com/svn/trunk@69 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
admin@omencraft.com
2011-11-06 21:20:38 +00:00
parent cc4e4345de
commit 094456a131
3 changed files with 45 additions and 192 deletions

View File

@@ -525,11 +525,15 @@ void cClientHandle::HandlePacket( cPacket* a_Packet )
{
if (OldBlock == E_BLOCK_REDSTONE_TORCH_ON) {
cRedstone Redstone(World);
Redstone.cRedstone::ChangeRedstoneTorch( PacketData->m_PosX, PacketData->m_PosY, PacketData->m_PosZ, false );
Redstone.ChangeRedstoneTorch( PacketData->m_PosX, PacketData->m_PosY, PacketData->m_PosZ, false );
}
if (OldBlock == E_BLOCK_REDSTONE_TORCH_OFF) {
cRedstone Redstone(World);
Redstone.cRedstone::ChangeRedstoneTorch( PacketData->m_PosX, PacketData->m_PosY, PacketData->m_PosZ, false );
Redstone.ChangeRedstoneTorch( PacketData->m_PosX, PacketData->m_PosY, PacketData->m_PosZ, false );
}
if (OldBlock == E_BLOCK_REDSTONE_WIRE) {
cRedstone Redstone(World);
Redstone.ChangeRedstoneTorch( PacketData->m_PosX, PacketData->m_PosY, PacketData->m_PosZ, false );
}
int helditem = m_Player->GetInventory().GetEquippedItem().m_ItemID;