1
0

- Pickups should now burn in fire

- The player no longer gets an empty bucket when in creative mode
- improved the simulators again (moved to std::list because this should be faster with so many objects) (But the water simulation still is very slow)

git-svn-id: http://mc-server.googlecode.com/svn/trunk@153 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
lapayo94@gmail.com
2011-12-29 02:44:21 +00:00
parent f5466a4cb3
commit 2ca40c819e
5 changed files with 33 additions and 20 deletions

View File

@@ -872,21 +872,28 @@ void cClientHandle::HandlePacket( cPacket* a_Packet )
case E_ITEM_LAVA_BUCKET:
if((m_Player->GetGameMode() == 1) || (m_Player->GetInventory().RemoveItem( Item )))
{
PacketData->m_ItemType = E_BLOCK_LAVA;
if(m_Player->GetGameMode() == 1)
break; //No new Bucket for creative players
cItem NewItem;
NewItem.m_ItemID = E_ITEM_BUCKET;
NewItem.m_ItemCount = 1;
m_Player->GetInventory().AddItem( NewItem );
PacketData->m_ItemType = E_BLOCK_LAVA;
}
break;
case E_ITEM_WATER_BUCKET:
if((m_Player->GetGameMode() == 1) || (m_Player->GetInventory().RemoveItem( Item )))
{
PacketData->m_ItemType = E_BLOCK_WATER;
if(m_Player->GetGameMode() == 1)
break; //No new Bucket for creative players
cItem NewItem;
NewItem.m_ItemID = E_ITEM_BUCKET;
NewItem.m_ItemCount = 1;
m_Player->GetInventory().AddItem( NewItem );
PacketData->m_ItemType = E_BLOCK_WATER;
}
break;
case E_BLOCK_WHITE_CLOTH: