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path: root/Minecraft.World/BonusChestFeature.cpp
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Diffstat (limited to 'Minecraft.World/BonusChestFeature.cpp')
-rw-r--r--Minecraft.World/BonusChestFeature.cpp48
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;
}