Added barrier block
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@@ -97,6 +97,7 @@ void cBlockInfo::Initialize(cBlockInfoArray & a_Info)
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a_Info[E_BLOCK_ACTIVE_COMPARATOR ].m_SpreadLightFalloff = 1;
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a_Info[E_BLOCK_AIR ].m_SpreadLightFalloff = 1;
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a_Info[E_BLOCK_ANVIL ].m_SpreadLightFalloff = 1;
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a_Info[E_BLOCK_BARRIER ].m_SpreadLightFalloff = 1;
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a_Info[E_BLOCK_BEACON ].m_SpreadLightFalloff = 1;
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a_Info[E_BLOCK_BED ].m_SpreadLightFalloff = 1;
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a_Info[E_BLOCK_BIG_FLOWER ].m_SpreadLightFalloff = 1;
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@@ -211,6 +212,7 @@ void cBlockInfo::Initialize(cBlockInfoArray & a_Info)
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a_Info[E_BLOCK_ACTIVE_COMPARATOR ].m_Transparent = true;
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a_Info[E_BLOCK_AIR ].m_Transparent = true;
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a_Info[E_BLOCK_ANVIL ].m_Transparent = true;
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a_Info[E_BLOCK_BARRIER ].m_Transparent = true;
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a_Info[E_BLOCK_BEACON ].m_Transparent = true;
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a_Info[E_BLOCK_BED ].m_Transparent = true;
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a_Info[E_BLOCK_BIG_FLOWER ].m_Transparent = true;
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@@ -527,7 +529,7 @@ void cBlockInfo::Initialize(cBlockInfoArray & a_Info)
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// Blocks that fully occupy their voxel - used as a guide for torch placeable blocks, amongst other things:
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a_Info[E_BLOCK_NEW_LOG ].m_FullyOccupiesVoxel = true;
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a_Info[E_BLOCK_BARRIER ].m_FullyOccupiesVoxel = true;
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a_Info[E_BLOCK_BEDROCK ].m_FullyOccupiesVoxel = true;
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a_Info[E_BLOCK_BLOCK_OF_COAL ].m_FullyOccupiesVoxel = true;
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a_Info[E_BLOCK_BLOCK_OF_REDSTONE ].m_FullyOccupiesVoxel = true;
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@@ -572,6 +574,7 @@ void cBlockInfo::Initialize(cBlockInfoArray & a_Info)
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a_Info[E_BLOCK_NETHERRACK ].m_FullyOccupiesVoxel = true;
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a_Info[E_BLOCK_NETHER_BRICK ].m_FullyOccupiesVoxel = true;
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a_Info[E_BLOCK_NETHER_QUARTZ_ORE ].m_FullyOccupiesVoxel = true;
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a_Info[E_BLOCK_NEW_LOG ].m_FullyOccupiesVoxel = true;
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a_Info[E_BLOCK_NOTE_BLOCK ].m_FullyOccupiesVoxel = true;
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a_Info[E_BLOCK_OBSIDIAN ].m_FullyOccupiesVoxel = true;
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a_Info[E_BLOCK_PACKED_ICE ].m_FullyOccupiesVoxel = true;
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@@ -774,6 +777,7 @@ void cBlockInfo::Initialize(cBlockInfoArray & a_Info)
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a_Info[E_BLOCK_ACACIA_WOOD_STAIRS ].m_PlaceSound = "dig.wood";
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a_Info[E_BLOCK_DARK_OAK_WOOD_STAIRS ].m_PlaceSound = "dig.wood";
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a_Info[E_BLOCK_SLIME_BLOCK ].m_PlaceSound = "dig.slime"; // I hope it is named slime, it's definetly a new sound type though...
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a_Info[E_BLOCK_BARRIER ].m_PlaceSound = "dig.stone";
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a_Info[E_BLOCK_IRON_TRAPDOOR ].m_PlaceSound = "dig.metal";
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a_Info[E_BLOCK_PRISMARINE_BLOCK ].m_PlaceSound = "dig.stone";
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a_Info[E_BLOCK_SEA_LANTERN ].m_PlaceSound = "dig.stone";
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