Refactored block-to-pickup conversion. (#4417)
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@@ -28,15 +28,14 @@ void cVaporizeFluidSimulator::AddBlock(Vector3i a_Block, cChunk * a_Chunk)
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{
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return;
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}
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int RelX = a_Block.x - a_Chunk->GetPosX() * cChunkDef::Width;
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int RelZ = a_Block.z - a_Chunk->GetPosZ() * cChunkDef::Width;
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BLOCKTYPE BlockType = a_Chunk->GetBlock(RelX, a_Block.y, RelZ);
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auto relPos = cChunkDef::AbsoluteToRelative(a_Block);
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auto blockType = a_Chunk->GetBlock(relPos);
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if (
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(BlockType == m_FluidBlock) ||
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(BlockType == m_StationaryFluidBlock)
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(blockType == m_FluidBlock) ||
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(blockType == m_StationaryFluidBlock)
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)
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{
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a_Chunk->SetBlock(RelX, a_Block.y, RelZ, E_BLOCK_AIR, 0);
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a_Chunk->SetBlock(relPos, E_BLOCK_AIR, 0);
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World::GetBroadcastInterface(m_World).BroadcastSoundEffect(
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"block.fire.extinguish",
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Vector3d(a_Block),
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