Disabling get_energy_max to keep client/server sync

This commit is contained in:
LemADEC 2014-08-29 18:10:33 +02:00
parent cdb2d3badd
commit c73f68569f
2 changed files with 7 additions and 2 deletions

View file

@ -170,6 +170,11 @@ function ShowInfo()
Show("Core:")
Show(" x, y, z = "..X..", "..Y..", "..Z)
local energy = warp.get_energy_level()
local energyMax = 1000000
if warpcore.get_energy_max ~= nil then
energyMax = warpcore.get_energy_max()
if energyMax == nil then energyMax = 1 end
end
Show(" Energy = "..math.floor(energy / 1000000).." % ("..energy.."EU)")
Show(" Attached players = "..warp.get_attached_players())
Show("Dimensions:")

View file

@ -50,7 +50,7 @@ public class TileEntityProtocol extends TileEntity implements IPeripheral
"set_distance", "set_direction",
"get_attached_players", "summon", "summon_all",
"get_x", "get_y", "get_z",
"get_energy_level", "get_energy_max", "get_energy_required",
"get_energy_level", /* "get_energy_max",/**/
"do_jump",
"get_ship_size",
"set_beacon_frequency",
@ -58,7 +58,7 @@ public class TileEntityProtocol extends TileEntity implements IPeripheral
"set_core_frequency",
"is_in_space", "is_in_hyperspace",
"set_target_jumpgate",
"isAttached"
"isAttached", "get_energy_required"
};
private int ticks = 0;