Implemented trapped chests & others
+ Added trapped chests * Fixed a bunch of bugs in the redstone simulator concerning wires and repeaters * Other potential bugfixes
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@@ -11,8 +11,9 @@
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cChestEntity::cChestEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World) :
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super(E_BLOCK_CHEST, a_BlockX, a_BlockY, a_BlockZ, ContentsWidth, ContentsHeight, a_World)
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cChestEntity::cChestEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World, BLOCKTYPE a_Type) :
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super(a_Type, a_BlockX, a_BlockY, a_BlockZ, ContentsWidth, ContentsHeight, a_World),
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m_ActivePlayers(0)
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{
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cBlockEntityWindowOwner::SetBlockEntity(this);
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}
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@@ -113,7 +114,7 @@ void cChestEntity::UsedBy(cPlayer * a_Player)
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// The few false positives aren't much to worry about
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int ChunkX, ChunkZ;
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cChunkDef::BlockToChunk(m_PosX, m_PosZ, ChunkX, ChunkZ);
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m_World->MarkChunkDirty(ChunkX, ChunkZ);
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m_World->MarkChunkDirty(ChunkX, ChunkZ, true);
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}
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