0

brought solid_blocks (etc.) sets back in line with old values

This commit is contained in:
Aaron Griffith
2011-11-10 09:42:21 -05:00
parent e2dde5e6e0
commit 74e0ef2ad6

View File

@@ -715,14 +715,14 @@ def saplings(blockid, data):
# bedrock
block(blockid=7, top_index=17)
@material(blockid=8, data=range(16), fluid=True, transparent=True)
@material(blockid=8, data=range(16), fluid=True, transparent=True, nospawn=True)
def water(blockid, data):
watertex = _load_image("water.png")
return build_block(watertex, watertex)
# other water, glass, and ice (no inner surfaces)
# uses pseudo-ancildata found in iterate.c
@material(blockid=[9, 20, 79], data=range(32), fluid=(9,), transparent=True, nospawn=True)
@material(blockid=[9, 20, 79], data=range(32), fluid=(9,), transparent=True, nospawn=True, solid=(79, 20))
def no_inner_surfaces(blockid, data):
if blockid == 9:
texture = _load_image("water.png")
@@ -763,7 +763,7 @@ def no_inner_surfaces(blockid, data):
img = build_full_block(top,None,None,side3,side4)
return img
@material(blockid=[10, 11], data=range(16), fluid=True, transparent=False)
@material(blockid=[10, 11], data=range(16), fluid=True, transparent=False, nospawn=True)
def lava(blockid, data):
lavatex = _load_image("lava.png")
return build_block(lavatex, lavatex)
@@ -846,7 +846,7 @@ block(blockid=24, top_index=176, side_index=192)
# note block
block(blockid=25, top_index=74)
@material(blockid=26, data=range(12), transparent=True)
@material(blockid=26, data=range(12), transparent=True, nospawn=True)
def bed(blockid, data, north):
# first get north rotation done
# Masked to not clobber block head/foot info
@@ -1000,7 +1000,7 @@ def rails(blockid, data, north):
return img
# sticky and normal piston body
@material(blockid=[29, 33], data=[0,1,2,3,4,5,8,9,10,11,12,13], transparent=True, solid=True)
@material(blockid=[29, 33], data=[0,1,2,3,4,5,8,9,10,11,12,13], transparent=True, solid=True, nospawn=True)
def piston(blockid, data, north):
# first, north rotation
# Masked to not clobber block head/foot info
@@ -1076,7 +1076,7 @@ def piston(blockid, data, north):
return img
# sticky and normal piston shaft
@material(blockid=34, data=[0,1,2,3,4,5,8,9,10,11,12,13], transparent=True)
@material(blockid=34, data=[0,1,2,3,4,5,8,9,10,11,12,13], transparent=True, nospawn=True)
def piston_extension(blockid, data, north):
# first, north rotation
# Masked to not clobber block head/foot info
@@ -1163,7 +1163,7 @@ def piston_extension(blockid, data, north):
return img
# cobweb
sprite(blockid=30, index=11)
sprite(blockid=30, index=11, nospawn=True)
@material(blockid=31, data=range(3), transparent=True)
def tall_grass(blockid, data):
@@ -1230,7 +1230,7 @@ block(blockid=41, top_index=23)
block(blockid=42, top_index=22)
# double slabs and slabs
@material(blockid=[43, 44], data=range(6), transparent=(44,), solid=(43,))
@material(blockid=[43, 44], data=range(6), transparent=(44,), solid=True)
def slabs(blockid, data):
if data == 0: # stone slab
top = terrain_images[6]
@@ -1277,7 +1277,7 @@ def slabs(blockid, data):
# brick block
block(blockid=45, top_index=7)
# TNT
block(blockid=46, top_index=9, side_index=8)
block(blockid=46, top_index=9, side_index=8, nospawn=True)
# bookshelf
block(blockid=47, top_index=4, side_index=35)
# moss stone
@@ -1373,10 +1373,10 @@ def fire(blockid, data):
return img
# monster spawner
block(blockid=52, top_index=34)
block(blockid=52, top_index=34, transparent=True)
# wooden, cobblestone, red brick, stone brick and netherbrick stairs.
@material(blockid=[53,67,108,109,114], data=range(4), transparent=True)
@material(blockid=[53,67,108,109,114], data=range(4), transparent=True, solid=True, nospawn=True)
def stairs(blockid, data, north):
# first, north rotations
@@ -1471,7 +1471,7 @@ def stairs(blockid, data, north):
# normal and locked chest (locked was the one used in april fools' day)
# uses pseudo-ancildata found in iterate.c
@material(blockid=[54,95], data=range(12), transparent=True)
@material(blockid=[54,95], data=range(12), solid=True)
def chests(blockid, data):
# First two bits of the pseudo data store if it's a single chest
# or it's a double chest, first half or second half (left to right).
@@ -1613,7 +1613,7 @@ def crafting_table(blockid, data):
return img
# crops
@material(blockid=59, data=range(8), transparent=True)
@material(blockid=59, data=range(8), transparent=True, nospawn=True)
def crops(blockid, data):
raw_crop = terrain_images[88+data]
crop1 = transform_image_top(raw_crop)
@@ -1910,7 +1910,7 @@ def buttons(blockid, data, north):
return None
# snow
@material(blockid=78, data=range(8), transparent=True)
@material(blockid=78, data=range(8), transparent=True, solid=True)
def snow(blockid, data):
# still not rendered correctly: data other than 0
@@ -1977,7 +1977,7 @@ def jukebox(blockid, data):
# nether and normal fences
# uses pseudo-ancildata found in iterate.c
@material(blockid=[85, 113], data=range(16), transparent=True)
@material(blockid=[85, 113], data=range(16), transparent=True, nospawn=True)
def fence(blockid, data):
# no need for north rotations, it uses pseudo data.
# create needed images for Big stick fence
@@ -2138,7 +2138,7 @@ def portal(blockid, data):
# cake!
# TODO is rendered un-bitten
@material(blockid=92, data=range(6), transparent=True)
@material(blockid=92, data=range(6), transparent=True, nospawn=True)
def cake(blockid, data):
# choose textures for cake
@@ -2167,7 +2167,7 @@ def cake(blockid, data):
return img
# redstone repeaters ON and OFF
@material(blockid=[93,94], data=range(16), transparent=True)
@material(blockid=[93,94], data=range(16), transparent=True, nospawn=True)
def repeater(blockid, data, north):
# north rotation
# Masked to not clobber delay info
@@ -2313,7 +2313,7 @@ def repeater(blockid, data, north):
# trapdoor
# TODO the trapdoor is looks like a sprite when opened, that's not good
@material(blockid=96, data=range(8), transparent=True)
@material(blockid=96, data=range(8), transparent=True, nospawn=True)
def trapdoor(blockid, data, north):
# north rotation
@@ -2458,7 +2458,7 @@ def huge_mushroom(blockid, data, north):
# iron bars and glass pane
# TODO glass pane is not a sprite, it has a texture for the side,
# at the moment is not used
@material(blockid=[101,102], data=range(16), transparent=True)
@material(blockid=[101,102], data=range(16), transparent=True, nospawn=True)
def panes(blockid, data):
# no north rotation, uses pseudo data
if blockid == 101:
@@ -2570,7 +2570,7 @@ def vines(blockid, data, north):
return img
# fence gates
@material(blockid=107, data=range(8), transparent=True)
@material(blockid=107, data=range(8), transparent=True, nospawn=True)
def fence_gate(blockid, data, north):
# north rotation