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Patch with diff file created by Sebi (implemented some stuff like lava physics, drops are deleted when in lava, water is now slower, lava gives actual damage etc.). Pistons now work mostly as they should. They do not yet show the motion animation and do not emit sound. They do extend, push, and retract as they should though. Right now the only way to activate a piston is to light redstone wire adjacent to it with a redstone torch.

git-svn-id: http://mc-server.googlecode.com/svn/trunk@67 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
admin@omencraft.com
2011-11-06 09:23:20 +00:00
parent 6df50b40ee
commit 36f7084e3f
15 changed files with 540 additions and 276 deletions

View File

@@ -523,7 +523,6 @@ void cClientHandle::HandlePacket( cPacket* a_Packet )
{
if( World->DigBlock( PacketData->m_PosX, PacketData->m_PosY, PacketData->m_PosZ, PickupItem ) )
{
printf("OldBlock,E_BLOCK_REDSTONE_TORCH_ON: %i,%i\n", OldBlock, E_BLOCK_REDSTONE_TORCH_ON );
if (OldBlock == E_BLOCK_REDSTONE_TORCH_ON) {
cRedstone Redstone(World);
Redstone.cRedstone::ChangeRedstoneTorch( PacketData->m_PosX, PacketData->m_PosY, PacketData->m_PosZ, false );
@@ -767,9 +766,9 @@ void cClientHandle::HandlePacket( cPacket* a_Packet )
//if( GetBlock( X, Y+1, Z ) == E_BLOCK_AIR )
if( g_BlockTransparent[ (int)m_Player->GetWorld()->GetBlock( PacketData->m_PosX, PacketData->m_PosY+2, PacketData->m_PosZ ) ] == true ) {//if block above is transparent
printf("transparent above me\n");
//printf("transparent above me\n");
} else {
printf("transparent not above me\n");
//printf("transparent not above me\n");
}
cRedstone Redstone(m_Player->GetWorld());
@@ -1051,11 +1050,10 @@ void cClientHandle::Tick(float a_Dt)
// Send health
Send( cPacket_UpdateHealth( (short)m_Player->GetHealth() ) );
//quick bugfix to prevent players from spawning in ground
//m_Player->TeleportTo( m_Player->GetPosX(), m_Player->GetPosY()+1, m_Player->GetPosZ() );
World->UnlockEntities();
m_Player->TeleportTo( m_Player->GetPosX(), m_Player->GetPosY()+1, m_Player->GetPosZ() );
//quick bugfix to prevent players from spawning in ground
m_Player->TeleportTo( m_Player->GetPosX(), m_Player->GetPosY()+2, m_Player->GetPosZ() );
}
}