refactor: change wheat seeds to seeds

also make inverted daylight sensor implementation more accurate
This commit is contained in:
piebot 2026-04-07 21:03:09 +03:00
parent e45633defc
commit d39bc9ad99
2 changed files with 17 additions and 7 deletions

View file

@ -82,16 +82,26 @@ void DaylightDetectorTile::updateSignalStrength(Level *level, int x, int y, int
} }
} }
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*/) 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
{ {
if (inverted) if (player->abilities.mayBuild)
{ {
level->setTileAndData(x, y, z, Tile::daylightDetector_Id, 0, UPDATE_CLIENTS); if (!level->isClientSide)
} else { {
level->setTileAndData(x, y, z, Tile::invertedDaylightDetector_Id, 0, UPDATE_CLIENTS); int data = level->getData(x, y, z);
} if (inverted)
level->setTileAndData(x, y, z, Tile::daylightDetector_Id, data, Tile::UPDATE_INVISIBLE);
else
level->setTileAndData(x, y, z, Tile::invertedDaylightDetector_Id, data, Tile::UPDATE_INVISIBLE);
return true; updateSignalStrength(level, x, y, z);
}
return true;
}
else
{
return Tile::use(level, x, y, z, player, clickedFace, clickX, clickY, clickZ, soundOnly);
}
} }
bool DaylightDetectorTile::isCubeShaped() bool DaylightDetectorTile::isCubeShaped()