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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@@ -200,8 +200,8 @@ bool cMap::UpdatePixel(unsigned int a_X, unsigned int a_Z)
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int BlockX = m_CenterX + ((a_X - (m_Width / 2)) * PixelWidth);
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int BlockZ = m_CenterZ + ((a_Z - (m_Height / 2)) * PixelWidth);
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int ChunkX, ChunkY, ChunkZ;
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m_World->BlockToChunk(BlockX, 0, BlockZ, ChunkX, ChunkY, ChunkZ);
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int ChunkX, ChunkZ;
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cChunkDef::BlockToChunk(BlockX, BlockZ, ChunkX, ChunkZ);
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int RelX = BlockX - (ChunkX * cChunkDef::Width);
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int RelZ = BlockZ - (ChunkZ * cChunkDef::Width);
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