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Instead of small redstone torch to highlight active zones, now we have two big redstone blocks and two torches.
- Less subtle, but really gets the point accross (and doesn't have the won't-work-on-glass problem). :)
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@ -279,8 +279,24 @@ public class WarHub {
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block.update(true);
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if (zonePlayers > 0) {
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// add redstone torch to gate if there are players in it (to highlight active zones)
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zoneGate.getRelative(BlockFace.UP, 1).getRelative(left).getRelative(back, 1).setType(Material.REDSTONE_TORCH_ON);
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// add redstone blocks and torches to gate if there are players in it (to highlight active zones)
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zoneGate.getRelative(BlockFace.UP, 2).getRelative(left).setType(Material.REDSTONE_BLOCK);
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zoneGate.getRelative(BlockFace.UP, 2).getRelative(left.getOppositeFace()).setType(Material.REDSTONE_BLOCK);
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zoneGate.getRelative(BlockFace.UP, 2).getRelative(left).getRelative(back, 1).setType(Material.TORCH);
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zoneGate.getRelative(BlockFace.UP, 2).getRelative(left.getOppositeFace()).getRelative(back, 1).setType(Material.TORCH);
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} else {
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zoneGate.getRelative(BlockFace.UP, 2).getRelative(left).getRelative(back, 1).setType(Material.AIR);
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zoneGate.getRelative(BlockFace.UP, 2).getRelative(left.getOppositeFace()).getRelative(back, 1).setType(Material.AIR);
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BlockState topLeftGateBlock = zoneGate.getRelative(BlockFace.UP, 2).getRelative(left).getState();
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topLeftGateBlock.setType(War.war.getWarhubMaterials().getGateBlock().getType());
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topLeftGateBlock.setData(War.war.getWarhubMaterials().getGateBlock().getData());
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topLeftGateBlock.update(true);
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BlockState topRightGateBlock = zoneGate.getRelative(BlockFace.UP, 2).getRelative(left.getOppositeFace()).getState();
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topRightGateBlock.setType(War.war.getWarhubMaterials().getGateBlock().getType());
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topRightGateBlock.setData(War.war.getWarhubMaterials().getGateBlock().getData());
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topRightGateBlock.update(true);
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}
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} else {
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War.war.log("Failed to find warhub gate for " + zone.getName() + " warzone.", Level.WARNING);
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