Fixed doors not updating their state to reflect any redstone currents when placed.

This commit is contained in:
EvilSeph 2011-06-30 13:54:12 -04:00
parent b530299759
commit 25f72c9caa
2 changed files with 3 additions and 2 deletions

View File

@ -154,6 +154,7 @@ public class BlockTrapdoor extends Block {
}
world.setData(i, j, k, b0);
doPhysics(world, i, j, k, Block.REDSTONE_WIRE.id); // CraftBukkit
}
public boolean canPlace(World world, int i, int j, int k, int l) {

View File

@ -78,7 +78,7 @@ public class ItemDoor extends Item {
// CraftBukkit start - bed
world.suppressPhysics = false;
world.applyPhysics(i, j, k, block.id);
world.applyPhysics(i, j, k, Block.REDSTONE_WIRE.id);
BlockPlaceEvent event = CraftEventFactory.callBlockPlaceEvent(world, entityhuman, blockState, clickedX, clickedY, clickedZ, block);
if (event.isCancelled() || !event.canBuild()) {
@ -91,7 +91,7 @@ public class ItemDoor extends Item {
world.setTypeIdAndData(i, j + 1, k, block.id, i1 + 8);
world.suppressPhysics = false;
// world.applyPhysics(i, j, k, block.id); // CraftBukkit - moved up
world.applyPhysics(i, j + 1, k, block.id);
world.applyPhysics(i, j + 1, k, Block.REDSTONE_WIRE.id);
--itemstack.count;
return true;
}