Fixed trapdoors not updating their state if a Player Interact event is cancelled.

This commit is contained in:
EvilSeph 2011-06-09 23:41:50 -04:00
parent 7e3895b69a
commit cb9c7d1b2a

View File

@ -69,6 +69,8 @@ public class ItemInWorldManager {
boolean bottom = (this.world.getData(i, j, k) & 8) == 0; boolean bottom = (this.world.getData(i, j, k) & 8) == 0;
((EntityPlayer) this.player).netServerHandler.sendPacket(new Packet53BlockChange(i, j, k, this.world)); ((EntityPlayer) this.player).netServerHandler.sendPacket(new Packet53BlockChange(i, j, k, this.world));
((EntityPlayer) this.player).netServerHandler.sendPacket(new Packet53BlockChange(i, j + (bottom ? 1 : -1), k, this.world)); ((EntityPlayer) this.player).netServerHandler.sendPacket(new Packet53BlockChange(i, j + (bottom ? 1 : -1), k, this.world));
} else if (i1 == Block.TRAP_DOOR.id) {
((EntityPlayer) this.player).netServerHandler.sendPacket(new Packet53BlockChange(i, j, k, this.world));
} }
} else { } else {
Block.byId[i1].b(this.world, i, j, k, this.player); Block.byId[i1].b(this.world, i, j, k, this.player);