From c4665e07374b7aacf288558dc1db1a8f354dd104 Mon Sep 17 00:00:00 2001 From: StevenRS11 Date: Sun, 16 Jun 2013 22:10:52 -0400 Subject: [PATCH] Fixed dungeon entrance not updating client. --- .../mod_pocketDim/RiftGenerator.java | 20 +++++++++---------- 1 file changed, 10 insertions(+), 10 deletions(-) diff --git a/StevenDimDoors/mod_pocketDim/RiftGenerator.java b/StevenDimDoors/mod_pocketDim/RiftGenerator.java index a5af757b..9eba0c1f 100644 --- a/StevenDimDoors/mod_pocketDim/RiftGenerator.java +++ b/StevenDimDoors/mod_pocketDim/RiftGenerator.java @@ -112,38 +112,38 @@ public class RiftGenerator implements IWorldGenerator if (Math.abs(xc) + Math.abs(zc) < random.nextInt(2) + 3) { //Place Stone Bricks - world.setBlock(x + xc, y - 1, z + zc, blockID); + world.setBlock(x + xc, y - 1, z + zc, blockID,0,2); } else if (Math.abs(xc) + Math.abs(zc) < random.nextInt(3) + 3) { //Place Cracked Stone Bricks - world.setBlock(x + xc, y - 1, z + zc, blockID, 2, 1); + world.setBlock(x + xc, y - 1, z + zc, blockID, 2, 2); } } } } //Use Chiseled Stone Bricks to top off the pillars around the door - world.setBlock(x, y + 2, z + 1, blockID, 3, 1); - world.setBlock(x, y + 2, z - 1, blockID, 3, 1); + world.setBlock(x, y + 2, z + 1, blockID, 3, 2); + world.setBlock(x, y + 2, z - 1, blockID, 3, 2); } else { //Build the gateway out of Unraveled Fabric. Since nearly all the blocks in Limbo are of //that type, there is no point replacing the ground. Just build the tops of the columns here. blockID = properties.LimboBlockID; - world.setBlock(x, y + 2, z + 1, blockID, 0, 1); - world.setBlock(x, y + 2, z - 1, blockID, 0, 1); + world.setBlock(x, y + 2, z + 1, blockID, 0, 2); + world.setBlock(x, y + 2, z - 1, blockID, 0, 2); } //Place the shiny transient door into a dungeon ItemRiftBlade.placeDoorBlock(world, x, y + 1, z, 0, mod_pocketDim.transientDoor); //Build the columns around the door - world.setBlock(x, y + 1, z - 1, blockID, 0, 1); - world.setBlock(x, y + 1, z + 1, blockID, 0, 1); - world.setBlock(x, y, z - 1, blockID, 0, 1); - world.setBlock(x, y, z + 1, blockID, 0, 1); + world.setBlock(x, y + 1, z - 1, blockID, 0, 2); + world.setBlock(x, y + 1, z + 1, blockID, 0, 2); + world.setBlock(x, y, z - 1, blockID, 0, 2); + world.setBlock(x, y, z + 1, blockID, 0, 2); } } }