g_BlockXXX => cBlockInfo::XXX
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@@ -582,11 +582,11 @@ void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
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int RelBlockZ = BlockZ - (NextChunk->GetPosZ() * cChunkDef::Width);
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BLOCKTYPE BlockIn = NextChunk->GetBlock( RelBlockX, BlockY, RelBlockZ );
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BLOCKTYPE BlockBelow = (BlockY > 0) ? NextChunk->GetBlock(RelBlockX, BlockY - 1, RelBlockZ) : E_BLOCK_AIR;
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if (!g_BlockIsSolid[BlockIn]) // Making sure we are not inside a solid block
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if (!cBlockInfo::IsSolid(BlockIn)) // Making sure we are not inside a solid block
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{
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if (m_bOnGround) // check if it's still on the ground
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{
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if (!g_BlockIsSolid[BlockBelow]) // Check if block below is air or water.
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if (!cBlockInfo::IsSolid(BlockBelow)) // Check if block below is air or water.
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{
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m_bOnGround = false;
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}
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@@ -616,7 +616,7 @@ void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
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// The pickup is too close to an unloaded chunk, bail out of any physics handling
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return;
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}
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if (!g_BlockIsSolid[GotBlock])
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if (!cBlockInfo::IsSolid(GotBlock))
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{
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NextPos.x += gCrossCoords[i].x;
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NextPos.z += gCrossCoords[i].z;
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