[1.11] Fixes for Chunk.getBlockLightOpacity implementation (#3537)
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@ -5,7 +5,7 @@
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IBlockState iblockstate = this.func_186032_a(j, l - 1, k);
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IBlockState iblockstate = this.func_186032_a(j, l - 1, k);
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- if (iblockstate.func_185891_c() != 0)
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- if (iblockstate.func_185891_c() != 0)
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+ if (iblockstate.getLightOpacity(this.field_76637_e, new BlockPos(j, l - 1, k)) != 0)
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+ if (this.func_150808_b(j, l - 1, k) != 0)
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{
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{
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this.field_76634_f[k << 4 | j] = l;
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this.field_76634_f[k << 4 | j] = l;
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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 this.field_189550_d ? state.func_185891_c() : state.getLightOpacity(this.field_76637_e, new BlockPos(p_150808_1_, p_150808_2_, p_150808_3_));
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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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}
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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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