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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

@@ -175,10 +175,10 @@ void cNBTChunkSerializer::AddBasicTileEntity(cBlockEntity * a_Entity, const char
void cNBTChunkSerializer::AddChestEntity(cChestEntity * a_Entity)
void cNBTChunkSerializer::AddChestEntity(cChestEntity * a_Entity, BLOCKTYPE a_ChestType)
{
m_Writer.BeginCompound("");
AddBasicTileEntity(a_Entity, "Chest");
AddBasicTileEntity(a_Entity, (a_ChestType == E_BLOCK_CHEST) ? "Chest" : "TrappedChest");
m_Writer.BeginList("Items", TAG_Compound);
AddItemGrid(a_Entity->GetContents());
m_Writer.EndList();
@@ -817,7 +817,8 @@ void cNBTChunkSerializer::BlockEntity(cBlockEntity * a_Entity)
// Add tile-entity into NBT:
switch (a_Entity->GetBlockType())
{
case E_BLOCK_CHEST: AddChestEntity ((cChestEntity *) a_Entity); break;
case E_BLOCK_TRAPPED_CHEST:
case E_BLOCK_CHEST: AddChestEntity ((cChestEntity *) a_Entity, a_Entity->GetBlockType()); break;
case E_BLOCK_DISPENSER: AddDispenserEntity ((cDispenserEntity *) a_Entity); break;
case E_BLOCK_DROPPER: AddDropperEntity ((cDropperEntity *) a_Entity); break;
case E_BLOCK_ENDER_CHEST: /* No need to be saved */ break;