Changed BroadcastSoundEffect function to take floating pos.
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@@ -918,7 +918,7 @@ cChestWindow::cChestWindow(cChestEntity * a_Chest) :
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m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
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// Play the opening sound:
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m_World->BroadcastSoundEffect("random.chestopen", m_BlockX * 8, m_BlockY * 8, m_BlockZ * 8, 1, 1);
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m_World->BroadcastSoundEffect("random.chestopen", (double)m_BlockX, (double)m_BlockY, (double)m_BlockZ, 1, 1);
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// Send out the chest-open packet:
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m_World->BroadcastBlockAction(m_BlockX, m_BlockY, m_BlockZ, 1, 1, a_Chest->GetBlockType());
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@@ -944,7 +944,7 @@ cChestWindow::cChestWindow(cChestEntity * a_PrimaryChest, cChestEntity * a_Secon
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m_ShouldDistributeToHotbarFirst = false;
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// Play the opening sound:
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m_World->BroadcastSoundEffect("random.chestopen", m_BlockX * 8, m_BlockY * 8, m_BlockZ * 8, 1, 1);
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m_World->BroadcastSoundEffect("random.chestopen", (double)m_BlockX, (double)m_BlockY, (double)m_BlockZ, 1, 1);
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// Send out the chest-open packet:
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m_World->BroadcastBlockAction(m_BlockX, m_BlockY, m_BlockZ, 1, 1, a_PrimaryChest->GetBlockType());
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@@ -1004,7 +1004,7 @@ cChestWindow::~cChestWindow()
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// Send out the chest-close packet:
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m_World->BroadcastBlockAction(m_BlockX, m_BlockY, m_BlockZ, 1, 0, m_PrimaryChest->GetBlockType());
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m_World->BroadcastSoundEffect("random.chestclosed", m_BlockX * 8, m_BlockY * 8, m_BlockZ * 8, 1, 1);
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m_World->BroadcastSoundEffect("random.chestclosed", (double)m_BlockX, (double)m_BlockY, (double)m_BlockZ, 1, 1);
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}
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@@ -1042,7 +1042,7 @@ cEnderChestWindow::cEnderChestWindow(cEnderChestEntity * a_EnderChest) :
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m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
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// Play the opening sound:
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m_World->BroadcastSoundEffect("random.chestopen", m_BlockX * 8, m_BlockY * 8, m_BlockZ * 8, 1, 1);
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m_World->BroadcastSoundEffect("random.chestopen", (double)m_BlockX, (double)m_BlockY, (double)m_BlockZ, 1, 1);
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// Send out the chest-open packet:
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m_World->BroadcastBlockAction(m_BlockX, m_BlockY, m_BlockZ, 1, 1, E_BLOCK_ENDER_CHEST);
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@@ -1058,7 +1058,7 @@ cEnderChestWindow::~cEnderChestWindow()
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m_World->BroadcastBlockAction(m_BlockX, m_BlockY, m_BlockZ, 1, 0, E_BLOCK_ENDER_CHEST);
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// Play the closing sound
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m_World->BroadcastSoundEffect("random.chestclosed", m_BlockX * 8, m_BlockY * 8, m_BlockZ * 8, 1, 1);
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m_World->BroadcastSoundEffect("random.chestclosed", (double)m_BlockX, (double)m_BlockY, (double)m_BlockZ, 1, 1);
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}
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