Fixed door orientation finally.

Limbo generates terrain under you

can use items in limbo

more voids to send you home.

update to 1.5.2

Signed-off-by: StevenRS11 <stevenrs11@aol.com>
This commit is contained in:
StevenRS11
2013-05-09 17:16:27 -04:00
parent 995755360a
commit 0b5bbb7dc1
20 changed files with 63 additions and 36 deletions

View File

@@ -71,8 +71,8 @@ public class BlockDimWallPerm extends Block
int x = (link.destXCoord + rand.nextInt(mod_pocketDim.limboExitRange)-mod_pocketDim.limboExitRange/2);
int z = (link.destZCoord + rand.nextInt(mod_pocketDim.limboExitRange)-mod_pocketDim.limboExitRange/2);
x=x+(x>> 4)+1; //make sure I am in the middle of a chunk, andnot on a boundry, so it doesnt load the chunk next to me
z=z+(z>> 4)+1;
x=x+(x>> 4); //make sure I am in the middle of a chunk, andnot on a boundry, so it doesnt load the chunk next to me
z=z+(z>> 4);
@@ -98,7 +98,7 @@ public class BlockDimWallPerm extends Block
{
for(int yc=0;yc<200;yc++)
{
if(yc==0&&dimHelper.getWorld(0).isBlockOpaqueCube(i+xc, j-2,k +zc))
if(yc==0)
{
if(Math.abs(xc)+Math.abs(zc)<rand.nextInt(3)+2)

View File

@@ -150,6 +150,7 @@ public class dimDoor extends BlockContainer
var12=dimHelper.instance.flipDoorMetadata(var12);
}
par1World.setBlockMetadataWithNotify(par2, par3-1, par4, var12,2);
if( dimHelper.instance.getLinkDataFromCoords(par2, par3, par4, par1World)!=null)
{
dimHelper.instance.getLinkDataFromCoords(par2, par3, par4, par1World).linkOrientation= par1World.getBlockMetadata(par2, par3-1, par4);
@@ -164,10 +165,12 @@ public class dimDoor extends BlockContainer
var12=dimHelper.instance.flipDoorMetadata(var12);
}
par1World.setBlockMetadataWithNotify(par2, par3, par4, var12,2);
if( dimHelper.instance.getLinkDataFromCoords(par2, par3+1, par4, par1World)!=null)
{
dimHelper.instance.getLinkDataFromCoords(par2, par3+1, par4, par1World).linkOrientation= par1World.getBlockMetadata(par2, par3, par4);
}
}
par1World.playAuxSFXAtEntity(par5EntityPlayer, 1001, par2, par3, par4, 0);