Refactored more of Entities and BlockEntities to use Vector3. (#4403)
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@@ -22,8 +22,8 @@ enum
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cFurnaceEntity::cFurnaceEntity(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World):
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Super(a_BlockType, a_BlockMeta, a_BlockX, a_BlockY, a_BlockZ, ContentsWidth, ContentsHeight, a_World),
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cFurnaceEntity::cFurnaceEntity(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, Vector3i a_Pos, cWorld * a_World):
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super(a_BlockType, a_BlockMeta, a_Pos, ContentsWidth, ContentsHeight, a_World),
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m_CurrentRecipe(nullptr),
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m_IsDestroyed(false),
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m_IsCooking(a_BlockType == E_BLOCK_LIT_FURNACE),
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@@ -58,7 +58,7 @@ cFurnaceEntity::~cFurnaceEntity()
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void cFurnaceEntity::Destroy()
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{
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m_IsDestroyed = true;
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Super::Destroy();
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super::Destroy();
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}
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@@ -67,7 +67,7 @@ void cFurnaceEntity::Destroy()
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void cFurnaceEntity::CopyFrom(const cBlockEntity & a_Src)
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{
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Super::CopyFrom(a_Src);
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super::CopyFrom(a_Src);
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auto & src = static_cast<const cFurnaceEntity &>(a_Src);
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m_Contents.CopyFrom(src.m_Contents);
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m_CurrentRecipe = src.m_CurrentRecipe;
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@@ -106,7 +106,7 @@ bool cFurnaceEntity::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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// Reset progressbars, block type, and bail out
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m_BlockType = E_BLOCK_FURNACE;
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a_Chunk.FastSetBlock(GetRelX(), m_PosY, GetRelZ(), E_BLOCK_FURNACE, m_BlockMeta);
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a_Chunk.FastSetBlock(GetRelPos(), E_BLOCK_FURNACE, m_BlockMeta);
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UpdateProgressBars();
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return false;
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}
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@@ -142,7 +142,7 @@ bool cFurnaceEntity::UsedBy(cPlayer * a_Player)
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cWindow * Window = GetWindow();
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if (Window == nullptr)
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{
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OpenWindow(new cFurnaceWindow(m_PosX, m_PosY, m_PosZ, this));
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OpenWindow(new cFurnaceWindow(this));
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Window = GetWindow();
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}
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@@ -255,7 +255,7 @@ void cFurnaceEntity::BurnNewFuel(void)
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void cFurnaceEntity::OnSlotChanged(cItemGrid * a_ItemGrid, int a_SlotNum)
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{
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Super::OnSlotChanged(a_ItemGrid, a_SlotNum);
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super::OnSlotChanged(a_ItemGrid, a_SlotNum);
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if (m_IsDestroyed)
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{
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@@ -433,6 +433,6 @@ void cFurnaceEntity::SetIsCooking(bool a_IsCooking)
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if (m_IsCooking)
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{
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m_BlockType = E_BLOCK_LIT_FURNACE;
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m_World->FastSetBlock(m_PosX, m_PosY, m_PosZ, E_BLOCK_LIT_FURNACE, m_BlockMeta);
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m_World->FastSetBlock(m_Pos, E_BLOCK_LIT_FURNACE, m_BlockMeta);
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}
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}
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