Fix patches in Chunk and Explosion (#4036)
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c6d7c7c11f
commit
17a714f7fd
2 changed files with 2 additions and 2 deletions
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@ -12,7 +12,7 @@
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this.field_77282_d = p_i45754_7_;
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this.field_77282_d = p_i45754_7_;
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this.field_77286_a = p_i45754_10_;
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this.field_77286_a = p_i45754_10_;
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this.field_82755_b = p_i45754_11_;
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this.field_82755_b = p_i45754_11_;
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+ this.position = new Vec3d(field_77284_b, field_77285_c, field_77282_d);
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+ this.position = new Vec3d(this.field_77284_b, this.field_77285_c, this.field_77282_d);
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}
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}
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public void func_77278_a()
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public void func_77278_a()
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@ -21,7 +21,7 @@
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{
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{
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- return this.func_186032_a(p_150808_1_, p_150808_2_, p_150808_3_).func_185891_c();
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- return this.func_186032_a(p_150808_1_, p_150808_2_, p_150808_3_).func_185891_c();
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+ IBlockState state = this.func_186032_a(p_150808_1_, p_150808_2_, p_150808_3_); //Forge: Can sometimes be called before we are added to the global world list. So use the less accurate one during that. It'll be recalculated later
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+ IBlockState state = this.func_186032_a(p_150808_1_, p_150808_2_, p_150808_3_); //Forge: Can sometimes be called before we are added to the global world list. So use the less accurate one during that. It'll be recalculated later
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+ return !field_76636_d ? state.func_185891_c() : state.getLightOpacity(field_76637_e, new BlockPos(field_76635_g << 4 | p_150808_1_ & 15, p_150808_2_, field_76647_h << 4 | p_150808_3_ & 15));
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+ return !field_76636_d ? state.func_185891_c() : state.getLightOpacity(field_76637_e, new BlockPos(this.field_76635_g << 4 | this.field_76635_g & 15, p_150808_2_, this.field_76647_h << 4 | this.field_76647_h & 15));
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}
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}
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public IBlockState func_177435_g(BlockPos p_177435_1_)
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public IBlockState func_177435_g(BlockPos p_177435_1_)
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