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Implemented trapped chests & others

+ Added trapped chests
* Fixed a bunch of bugs in the redstone simulator concerning wires and
repeaters
* Other potential bugfixes
This commit is contained in:
Tiger Wang
2014-07-06 23:50:22 +01:00
parent c3bd588826
commit 9e44b0aae1
26 changed files with 340 additions and 179 deletions

View File

@@ -389,8 +389,8 @@ void cWorld::InitializeSpawn(void)
IniFile.WriteFile(m_IniFileName);
}
int ChunkX = 0, ChunkY = 0, ChunkZ = 0;
BlockToChunk((int)m_SpawnX, (int)m_SpawnY, (int)m_SpawnZ, ChunkX, ChunkY, ChunkZ);
int ChunkX = 0, ChunkZ = 0;
cChunkDef::BlockToChunk((int)m_SpawnX, (int)m_SpawnZ, ChunkX, ChunkZ);
// For the debugging builds, don't make the server build too much world upon start:
#if defined(_DEBUG) || defined(ANDROID_NDK)
@@ -2191,9 +2191,18 @@ void cWorld::SendBlockEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cClientHa
void cWorld::MarkChunkDirty (int a_ChunkX, int a_ChunkZ)
void cWorld::MarkRedstoneDirty(int a_ChunkX, int a_ChunkZ)
{
m_ChunkMap->MarkChunkDirty (a_ChunkX, a_ChunkZ);
m_ChunkMap->MarkRedstoneDirty(a_ChunkX, a_ChunkZ);
}
void cWorld::MarkChunkDirty(int a_ChunkX, int a_ChunkZ, bool a_MarkRedstoneDirty)
{
m_ChunkMap->MarkChunkDirty(a_ChunkX, a_ChunkZ, a_MarkRedstoneDirty);
}