[Bleeding] Prevent update inconsistencies on generation/decoration that span chunks. Fixes BUKKIT-871

This commit is contained in:
Mike Primm
2012-03-21 16:01:11 -05:00
committed by EvilSeph
parent 09a73d352c
commit f188afe794
12 changed files with 44 additions and 14 deletions

View File

@@ -72,7 +72,7 @@ public class WorldGenTrees extends WorldGenerator implements BlockSapling.TreeGe
} else {
i1 = world.getTypeId(i, j - 1, k);
if ((i1 == Block.GRASS.id || i1 == Block.DIRT.id) && j < 256 - l - 1) {
world.setRawTypeId(i, j - 1, k, Block.DIRT.id);
this.setTypeAndData(world, i, j - 1, k, Block.DIRT.id, 0); // CraftBukkit
b0 = 3;
byte b1 = 0;
@@ -162,7 +162,7 @@ public class WorldGenTrees extends WorldGenerator implements BlockSapling.TreeGe
// CraftBukkit - Changed world to BlockChangeDelegate
private void a(BlockChangeDelegate world, int i, int j, int k, int l) {
world.setTypeIdAndData(i, j, k, Block.VINE.id, l);
this.setTypeAndData(world, i, j, k, Block.VINE.id, l); // CraftBukkit
int i1 = 4;
while (true) {
@@ -171,7 +171,7 @@ public class WorldGenTrees extends WorldGenerator implements BlockSapling.TreeGe
return;
}
world.setTypeIdAndData(i, j, k, Block.VINE.id, l);
this.setTypeAndData(world, i, j, k, Block.VINE.id, l); // CraftBukkit
--i1;
}
}