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refactor: change wheat seeds to seeds
also make inverted daylight sensor implementation more accurate
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@ -82,16 +82,26 @@ void DaylightDetectorTile::updateSignalStrength(Level *level, int x, int y, int
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}
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}
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bool DaylightDetectorTile::use(Level* level, int x, int y, int z, shared_ptr<Player> player, int clickedFace, float clickX, float clickY, float clickZ, bool soundOnly/*=false*/)
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bool DaylightDetectorTile::use(Level *level, int x, int y, int z, shared_ptr<Player> player, int clickedFace, float clickX, float clickY, float clickZ, bool soundOnly/*=false*/) // 4J added soundOnly param
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{
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if (inverted)
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if (player->abilities.mayBuild)
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{
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level->setTileAndData(x, y, z, Tile::daylightDetector_Id, 0, UPDATE_CLIENTS);
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} else {
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level->setTileAndData(x, y, z, Tile::invertedDaylightDetector_Id, 0, UPDATE_CLIENTS);
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}
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if (!level->isClientSide)
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{
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int data = level->getData(x, y, z);
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if (inverted)
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level->setTileAndData(x, y, z, Tile::daylightDetector_Id, data, Tile::UPDATE_INVISIBLE);
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else
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level->setTileAndData(x, y, z, Tile::invertedDaylightDetector_Id, data, Tile::UPDATE_INVISIBLE);
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return true;
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updateSignalStrength(level, x, y, z);
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}
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return true;
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}
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else
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{
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return Tile::use(level, x, y, z, player, clickedFace, clickX, clickY, clickZ, soundOnly);
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}
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}
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bool DaylightDetectorTile::isCubeShaped()
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