fixed segfault involving redstone on the edge of the map (Issue #519)
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@@ -193,7 +193,7 @@ generate_pseudo_data(RenderState *state, unsigned char ancilData) {
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unsigned char above_level_data = 0, same_level_data = 0, below_level_data = 0, possibly_connected = 0, final_data = 0;
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unsigned char above_level_data = 0, same_level_data = 0, below_level_data = 0, possibly_connected = 0, final_data = 0;
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/* check for air in z+1, no air = no connection with upper level */
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/* check for air in z+1, no air = no connection with upper level */
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if ((z != 127) && (getArrayByte3D(state->left_blocks, x, y, z) == 0)) {
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if ((z != 127) && (getArrayByte3D(state->blocks, x, y, z + 1) == 0)) {
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above_level_data = check_adjacent_blocks(state, x, y, z + 1, state->block);
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above_level_data = check_adjacent_blocks(state, x, y, z + 1, state->block);
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} /* else above_level_data = 0 */
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} /* else above_level_data = 0 */
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