cWindow: Convert XYZ to Vector3 (#4764)
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@@ -996,14 +996,12 @@ void cSlotAreaAnvil::OnTakeResult(cPlayer & a_Player)
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m_MaximumCost = 0;
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static_cast<cAnvilWindow &>(m_ParentWindow).SetRepairedItemName("", nullptr);
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int PosX, PosY, PosZ;
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static_cast<cAnvilWindow &>(m_ParentWindow).GetBlockPos(PosX, PosY, PosZ);
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const Vector3i BlockPos = static_cast<cAnvilWindow &>(m_ParentWindow).GetBlockPos();
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BLOCKTYPE Block;
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NIBBLETYPE BlockMeta;
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a_Player.GetWorld()->GetBlockTypeMeta(PosX, PosY, PosZ, Block, BlockMeta);
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a_Player.GetWorld()->GetBlockTypeMeta(BlockPos, Block, BlockMeta);
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const Vector3i BlockPos{PosX, PosY, PosZ};
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if (!a_Player.IsGameModeCreative() && (Block == E_BLOCK_ANVIL) && GetRandomProvider().RandBool(0.12))
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{
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NIBBLETYPE Orientation = BlockMeta & 0x3;
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@@ -1013,13 +1011,13 @@ void cSlotAreaAnvil::OnTakeResult(cPlayer & a_Player)
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if (AnvilDamage > 2)
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{
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// Anvil will break
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a_Player.GetWorld()->SetBlock(PosX, PosY, PosZ, E_BLOCK_AIR, 0);
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a_Player.GetWorld()->SetBlock(BlockPos, E_BLOCK_AIR, 0);
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a_Player.GetWorld()->BroadcastSoundParticleEffect(EffectID::SFX_RANDOM_ANVIL_BREAK, BlockPos, 0);
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a_Player.CloseWindow(false);
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}
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else
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{
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a_Player.GetWorld()->SetBlockMeta(PosX, PosY, PosZ, static_cast<NIBBLETYPE>(Orientation | (AnvilDamage << 2)));
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a_Player.GetWorld()->SetBlockMeta(BlockPos, static_cast<NIBBLETYPE>(Orientation | (AnvilDamage << 2)));
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a_Player.GetWorld()->BroadcastSoundParticleEffect(EffectID::SFX_RANDOM_ANVIL_USE, BlockPos, 0);
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}
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}
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@@ -1407,11 +1405,9 @@ void cSlotAreaBeacon::OnSlotChanged(cItemGrid * a_ItemGrid, int a_SlotNum)
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////////////////////////////////////////////////////////////////////////////////
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// cSlotAreaEnchanting:
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cSlotAreaEnchanting::cSlotAreaEnchanting(cWindow & a_ParentWindow, int a_BlockX, int a_BlockY, int a_BlockZ) :
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cSlotAreaEnchanting::cSlotAreaEnchanting(cWindow & a_ParentWindow, Vector3i a_BlockPos) :
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cSlotAreaTemporary(2, a_ParentWindow),
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m_BlockX(a_BlockX),
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m_BlockY(a_BlockY),
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m_BlockZ(a_BlockZ)
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m_BlockPos(a_BlockPos)
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{
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}
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@@ -1644,7 +1640,7 @@ int cSlotAreaEnchanting::GetBookshelvesCount(cWorld & a_World)
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{
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int Bookshelves = 0;
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cBlockArea Area;
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Area.Read(a_World, m_BlockX - 2, m_BlockX + 2, m_BlockY, m_BlockY + 1, m_BlockZ - 2, m_BlockZ + 2);
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Area.Read(a_World, m_BlockPos - Vector3i(2, 0, 2), m_BlockPos + Vector3i(2, 1, 2));
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static const struct
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{
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