Entirely omit converting any flowing water.
We can let the water flow algorithms do this, much easier and better than creating tons of messy water or laval flow stuff.
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parent
2c94f70d19
commit
ac558236ce
10
block.py
10
block.py
@ -229,8 +229,14 @@ class MTBlock:
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def isdoor(b):
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return b == 64 or b == 71 or (b >= 193 and b <= 197)
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# water
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if (blocks[i] == 9 or blocks[i] == 11) and (data[i] == 0):
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content[i], param2[i] = conversion_table[blocks[i]][data[i]]
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elif blocks[i] >= 8 and blocks[i] <= 11:
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# nop, exit case
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pass
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# pressure plates - append mesecons node timer
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if blocks[i] == 70 or blocks[i] == 72:
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elif blocks[i] == 70 or blocks[i] == 72:
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self.timers.append(((i&0xf)|((i>>4)&0xf)<<8|((i>>8)&0xf)<<4, 100, 0))
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# rotate lily pads randomly
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elif blocks[i] == 111:
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@ -275,7 +281,7 @@ class MTBlock:
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if d_right == 1:
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self.metadata[(i & 0xf, (i>>8) & 0xf, (i>>4) & 0xf)] = ({ "right": "1" }, {})
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if content[i]==0 and param2[i]==0 and not (blocks[i]==0):
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elif content[i]==0 and param2[i]==0 and not (blocks[i]==0):
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print('Unknown Minecraft Block:' + str(mcblockidentifier[i])) # This is the minecraft ID#/data as listed in map_content.txt
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for te in mcblock.tile_entities:
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@ -29,10 +29,11 @@
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#endif
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7 default:stone // Bedrock
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8 default:water_flowing
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// blocks 8, 9, 10 and 11 (water and lava) are handled in code.
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9 default:water_source
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10 default:lava_flowing
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11 default:lava_source
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12 0 default:sand
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12 1 default:desert_sand
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13 default:gravel
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