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>
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@@ -71,8 +71,8 @@ public class BlockDimWallPerm extends Block
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int x = (link.destXCoord + rand.nextInt(mod_pocketDim.limboExitRange)-mod_pocketDim.limboExitRange/2);
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int z = (link.destZCoord + rand.nextInt(mod_pocketDim.limboExitRange)-mod_pocketDim.limboExitRange/2);
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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
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z=z+(z>> 4)+1;
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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
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z=z+(z>> 4);
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@@ -98,7 +98,7 @@ public class BlockDimWallPerm extends Block
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{
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for(int yc=0;yc<200;yc++)
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{
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if(yc==0&&dimHelper.getWorld(0).isBlockOpaqueCube(i+xc, j-2,k +zc))
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if(yc==0)
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{
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if(Math.abs(xc)+Math.abs(zc)<rand.nextInt(3)+2)
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@@ -150,6 +150,7 @@ public class dimDoor extends BlockContainer
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var12=dimHelper.instance.flipDoorMetadata(var12);
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}
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par1World.setBlockMetadataWithNotify(par2, par3-1, par4, var12,2);
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if( dimHelper.instance.getLinkDataFromCoords(par2, par3, par4, par1World)!=null)
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{
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dimHelper.instance.getLinkDataFromCoords(par2, par3, par4, par1World).linkOrientation= par1World.getBlockMetadata(par2, par3-1, par4);
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@@ -164,10 +165,12 @@ public class dimDoor extends BlockContainer
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var12=dimHelper.instance.flipDoorMetadata(var12);
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}
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par1World.setBlockMetadataWithNotify(par2, par3, par4, var12,2);
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if( dimHelper.instance.getLinkDataFromCoords(par2, par3+1, par4, par1World)!=null)
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{
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dimHelper.instance.getLinkDataFromCoords(par2, par3+1, par4, par1World).linkOrientation= par1World.getBlockMetadata(par2, par3, par4);
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}
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}
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par1World.playAuxSFXAtEntity(par5EntityPlayer, 1001, par2, par3, par4, 0);
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