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

@@ -169,13 +169,17 @@ void cPickup::HandlePhysics(float a_Dt)
{
m_bOnGround = false;
}
char block = World->GetBlock( BlockX, (int)m_Pos->y - (int)m_bOnGround, BlockZ );
if( block == E_BLOCK_STATIONARY_LAVA || block == E_BLOCK_LAVA ) {
char Block = World->GetBlock( BlockX, (int)m_Pos->y - (int)m_bOnGround, BlockZ );
char BlockIn = World->GetBlock( BlockX, (int)m_Pos->y, BlockZ );
if( IsBlockLava(Block) || Block == E_BLOCK_FIRE
|| IsBlockLava(BlockIn) || BlockIn == E_BLOCK_FIRE)
{
m_bCollected = true;
m_Timer = 0;
return;
}
char BlockIn = World->GetBlock( BlockX, (int)m_Pos->y, BlockZ );
if( BlockIn != E_BLOCK_AIR && !IsBlockWater(BlockIn) ) // If in ground itself, push it out
{
m_bOnGround = true;