More like comment additions.

This commit is contained in:
asofold 2012-11-07 08:57:41 +01:00
parent b64beac0b4
commit a26eacef29

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@ -252,16 +252,22 @@ public class BlockProperties {
/** Flag position for stairs. */
public static final int F_STAIRS = 0x1;
public static final int F_LIQUID = 0x2;
// TODO: maybe remove F_SOLID use (unless for setting F_GROUND on init).
/** Subject to change / rename.*/
public static final int F_SOLID = 0x4;
/** Compatibility flag: regard this block as passable always. */
public static final int F_IGN_PASSABLE = 0x8;
public static final int F_WATER = 0x10;
public static final int F_LAVA = 0x20;
/** 150% height, like fences.*/
/** Override bounding box: 1.5 blocks high, like fences.<br>
* NOTE: This might have relevance for passable later.
*/
public static final int F_HEIGHT150 = 0x40;
/** The player can stand on these, sneaking or not. */
public static final int F_GROUND = 0x80;
/** 1 block height. */
public static final int F_GROUND = 0x80; // TODO:
/** Override bounding box: 1 block height.<br>
* NOTE: This should later be ignored by passable, rather.
*/
public static final int F_HEIGHT100 = 0x100;
static{
@ -322,15 +328,18 @@ public class BlockProperties {
if (material.isSolid()){
blockFlags[i] |= F_SOLID | F_GROUND;
}
if (material.isLiquid()) blockFlags[i] |= F_LIQUID;
if (material.isLiquid()){
// TODO: do not set F_GROUND for fluids ?
blockFlags[i] |= F_LIQUID;
}
}
}
}
// Stairs.
for (final Material mat : new Material[] {Material.NETHER_BRICK_STAIRS,
Material.COBBLESTONE_STAIRS, Material.SMOOTH_STAIRS, Material.BRICK_STAIRS, Material.SANDSTONE_STAIRS,
Material.WOOD_STAIRS, Material.SPRUCE_WOOD_STAIRS, Material.BIRCH_WOOD_STAIRS, Material.JUNGLE_WOOD_STAIRS}){
blockFlags[mat.getId()] |= F_STAIRS | F_HEIGHT100;
for (final Material mat : new Material[] { Material.NETHER_BRICK_STAIRS, Material.COBBLESTONE_STAIRS,
Material.SMOOTH_STAIRS, Material.BRICK_STAIRS, Material.SANDSTONE_STAIRS, Material.WOOD_STAIRS,
Material.SPRUCE_WOOD_STAIRS, Material.BIRCH_WOOD_STAIRS, Material.JUNGLE_WOOD_STAIRS }) {
blockFlags[mat.getId()] |= F_STAIRS | F_HEIGHT100 | F_GROUND; // Set ground too, to be sure.
}
// WATER.
for (final Material mat : new Material[]{