Renamed m_Offset to m_WEOffset
parent
541175d8a0
commit
e213e5f9fc
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@ -168,7 +168,7 @@ cBlockArea::cBlockArea(void) :
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m_SizeX(0),
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m_SizeY(0),
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m_SizeZ(0),
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m_Offset(0,0,0),
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m_WEOffset(0, 0, 0),
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m_BlockTypes(NULL),
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m_BlockMetas(NULL),
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m_BlockLight(NULL),
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@ -257,7 +257,7 @@ void cBlockArea::Create(int a_SizeX, int a_SizeY, int a_SizeZ, int a_DataTypes)
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void cBlockArea::SetOffset(int a_OffsetX, int a_OffsetY, int a_OffsetZ)
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{
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m_Offset.Set(a_OffsetX, a_OffsetY, a_OffsetZ);
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m_WEOffset.Set(a_OffsetX, a_OffsetY, a_OffsetZ);
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}
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@ -266,7 +266,7 @@ void cBlockArea::SetOffset(int a_OffsetX, int a_OffsetY, int a_OffsetZ)
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void cBlockArea::SetOffset(const Vector3i & a_Offset)
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{
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m_Offset.Set(a_Offset.x, a_Offset.y, a_Offset.z);
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m_WEOffset.Set(a_Offset.x, a_Offset.y, a_Offset.z);
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}
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@ -221,7 +221,7 @@ public:
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NIBBLETYPE GetBlockLight (int a_BlockX, int a_BlockY, int a_BlockZ) const;
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NIBBLETYPE GetRelBlockSkyLight(int a_RelX, int a_RelY, int a_RelZ) const;
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NIBBLETYPE GetBlockSkyLight (int a_BlockX, int a_BlockY, int a_BlockZ) const;
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const Vector3i & GetOffset (void) const {return m_Offset;}
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const Vector3i & GetOffset (void) const {return m_WEOffset;}
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void SetBlockTypeMeta (int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta);
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void SetRelBlockTypeMeta(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta);
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@ -302,7 +302,8 @@ protected:
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int m_SizeY;
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int m_SizeZ;
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Vector3i m_Offset;
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// Used for schematics that are created by the WorldEdit plugin. The offset is used for player-relative pasting.
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Vector3i m_WEOffset;
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BLOCKTYPE * m_BlockTypes;
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NIBBLETYPE * m_BlockMetas; // Each meta is stored as a separate byte for faster access
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@ -253,9 +253,9 @@ AString cSchematicFileSerializer::SaveToSchematicNBT(const cBlockArea & a_BlockA
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Writer.AddByteArray("Data", Dummy.data(), Dummy.size());
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}
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Writer.AddInt("WEOffsetX", a_BlockArea.m_Offset.x);
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Writer.AddInt("WEOffsetY", a_BlockArea.m_Offset.y);
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Writer.AddInt("WEOffsetZ", a_BlockArea.m_Offset.z);
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Writer.AddInt("WEOffsetX", a_BlockArea.m_WEOffset.x);
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Writer.AddInt("WEOffsetY", a_BlockArea.m_WEOffset.y);
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Writer.AddInt("WEOffsetZ", a_BlockArea.m_WEOffset.z);
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// TODO: Save entities and block entities
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Writer.BeginList("Entities", TAG_Compound);
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