diff options
| author | daoge <3523206925@qq.com> | 2026-03-03 03:04:10 +0800 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2026-03-03 03:04:10 +0800 |
| commit | b3feddfef372618c8a9d7a0abcaf18cfad866c18 (patch) | |
| tree | 267761c3bb39241ba5c347bfbe2254d06686e287 /Minecraft.World/BonusChestFeature.cpp | |
| parent | 84c31a2331f7a0ec85b9d438992e244f60e5020f (diff) | |
feat: TU19 (Dec 2014) Features & Content (#155)
* try to resolve merge conflict
* feat: TU19 (Dec 2014) Features & Content (#32)
* December 2014 files
* Working release build
* Fix compilation issues
* Add sound to Windows64Media
* Add DLC content and force Tutorial DLC
* Revert "Add DLC content and force Tutorial DLC"
This reverts commit 97a43994725008e35fceb984d5549df9c8cea470.
* Disable broken light packing
* Disable breakpoint during DLC texture map load
Allows DLC loading but the DLC textures are still broken
* Fix post build not working
* ...
* fix vs2022 build
* fix cmake build
---------
Co-authored-by: Loki <lokirautio@gmail.com>
Diffstat (limited to 'Minecraft.World/BonusChestFeature.cpp')
| -rw-r--r-- | Minecraft.World/BonusChestFeature.cpp | 48 |
1 files changed, 24 insertions, 24 deletions
diff --git a/Minecraft.World/BonusChestFeature.cpp b/Minecraft.World/BonusChestFeature.cpp index 2d7690ee..6d083f54 100644 --- a/Minecraft.World/BonusChestFeature.cpp +++ b/Minecraft.World/BonusChestFeature.cpp @@ -37,7 +37,7 @@ bool BonusChestFeature::place(Level *level, Random *random, int x, int y, int z, y++; } - for (int i = 0; i < 4; i++) + for (int i = 0; i < 4; i++) { int x2, y2, z2; @@ -45,7 +45,7 @@ bool BonusChestFeature::place(Level *level, Random *random, int x, int y, int z, { x2 = x; y2 = y - 1; // 4J - the position passed in is actually two above the top solid block, as the calling function adds 1 to getTopSolidBlock, and that actually returns the block above anyway. - // this would explain why there is a while loop above here (not used in force mode) to move the y back down again, shouldn't really be needed if 1 wasn't added to the getTopSolidBlock return value. + // this would explain why there is a while loop above here (not used in force mode) to move the y back down again, shouldn't really be needed if 1 wasn't added to the getTopSolidBlock return value. z2 = z; } else @@ -55,34 +55,34 @@ bool BonusChestFeature::place(Level *level, Random *random, int x, int y, int z, z2 = z + random->nextInt(4) - random->nextInt(4); } - if (force || ( level->isEmptyTile(x2, y2, z2) && level->isTopSolidBlocking(x2, y2 - 1, z2))) + if (force || ( level->isEmptyTile(x2, y2, z2) && level->isTopSolidBlocking(x2, y2 - 1, z2))) { - level->setTile(x2, y2, z2, Tile::chest_Id); - shared_ptr<ChestTileEntity> chest = dynamic_pointer_cast<ChestTileEntity>(level->getTileEntity(x2, y2, z2)); - if (chest != NULL) + level->setTileAndData(x2, y2, z2, Tile::chest_Id, 0, Tile::UPDATE_CLIENTS); + shared_ptr<ChestTileEntity> chest = dynamic_pointer_cast<ChestTileEntity>(level->getTileEntity(x2, y2, z2)); + if (chest != NULL) { - WeighedTreasure::addChestItems(random, treasureList, chest, numRolls); + WeighedTreasure::addChestItems(random, treasureList, chest, numRolls); chest->isBonusChest = true; // 4J added - } - if (level->isEmptyTile(x2 - 1, y2, z2) && level->isTopSolidBlocking(x2 - 1, y2 - 1, z2)) + } + if (level->isEmptyTile(x2 - 1, y2, z2) && level->isTopSolidBlocking(x2 - 1, y2 - 1, z2)) { - level->setTile(x2 - 1, y2, z2, Tile::torch_Id); - } - if (level->isEmptyTile(x2 + 1, y2, z2) && level->isTopSolidBlocking(x2 - 1, y2 - 1, z2)) + level->setTileAndData(x2 - 1, y2, z2, Tile::torch_Id, 0, Tile::UPDATE_CLIENTS); + } + if (level->isEmptyTile(x2 + 1, y2, z2) && level->isTopSolidBlocking(x2 - 1, y2 - 1, z2)) { - level->setTile(x2 + 1, y2, z2, Tile::torch_Id); - } - if (level->isEmptyTile(x2, y2, z2 - 1) && level->isTopSolidBlocking(x2 - 1, y2 - 1, z2)) + level->setTileAndData(x2 + 1, y2, z2, Tile::torch_Id, 0, Tile::UPDATE_CLIENTS); + } + if (level->isEmptyTile(x2, y2, z2 - 1) && level->isTopSolidBlocking(x2 - 1, y2 - 1, z2)) { - level->setTile(x2, y2, z2 - 1, Tile::torch_Id); - } - if (level->isEmptyTile(x2, y2, z2 + 1) && level->isTopSolidBlocking(x2 - 1, y2 - 1, z2)) + level->setTileAndData(x2, y2, z2 - 1, Tile::torch_Id, 0, Tile::UPDATE_CLIENTS); + } + if (level->isEmptyTile(x2, y2, z2 + 1) && level->isTopSolidBlocking(x2 - 1, y2 - 1, z2)) { - level->setTile(x2, y2, z2 + 1, Tile::torch_Id); - } - return true; - } - } + level->setTileAndData(x2, y2, z2 + 1, Tile::torch_Id, 0, Tile::UPDATE_CLIENTS); + } + return true; + } + } - return false; + return false; } |
