From 33693521437fe671e90fd657b4a825f73c6b86d3 Mon Sep 17 00:00:00 2001 From: StevenRS11 Date: Thu, 9 Jan 2014 13:25:14 -0500 Subject: [PATCH] Small fix Made doors not continually crash servers, now they close if something breaks. --- .../mod_pocketDim/blocks/BaseDimDoor.java | 15 ++++++++++++++- ...ic => trap_raceTheTNTHall_closed_1.schematic} | Bin 2 files changed, 14 insertions(+), 1 deletion(-) rename src/main/resources/schematics/ruins/{trap_raceTheTNTHall_closed_50.schematic => trap_raceTheTNTHall_closed_1.schematic} (100%) diff --git a/src/main/java/StevenDimDoors/mod_pocketDim/blocks/BaseDimDoor.java b/src/main/java/StevenDimDoors/mod_pocketDim/blocks/BaseDimDoor.java index e0084c64..edf500fc 100644 --- a/src/main/java/StevenDimDoors/mod_pocketDim/blocks/BaseDimDoor.java +++ b/src/main/java/StevenDimDoors/mod_pocketDim/blocks/BaseDimDoor.java @@ -392,15 +392,28 @@ public abstract class BaseDimDoor extends BlockDoor implements IDimDoor, ITileEn } if (canUse) { + + // Teleport the entity through the link, if it exists DimLink link = PocketManager.getLink(x, y, z, world.provider.dimensionId); if (link != null) { - DDTeleporter.traverseDimDoor(world, link, entity, this); + try + { + DDTeleporter.traverseDimDoor(world, link, entity, this); + } + catch(Exception e) + { + System.err.println("Something when wrong teleporting to a dim:"); + e.printStackTrace(); + } + } + // Close the door only after the entity goes through // so players don't have it slam in their faces. this.onPoweredBlockChange(world, x, y, z, false); + } } else if (world.getBlockId(x, y + 1, z) == this.blockID) diff --git a/src/main/resources/schematics/ruins/trap_raceTheTNTHall_closed_50.schematic b/src/main/resources/schematics/ruins/trap_raceTheTNTHall_closed_1.schematic similarity index 100% rename from src/main/resources/schematics/ruins/trap_raceTheTNTHall_closed_50.schematic rename to src/main/resources/schematics/ruins/trap_raceTheTNTHall_closed_1.schematic