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synced 2025-09-14 18:15:28 -04:00
Use cloud height rather than offset in options, allow placing liquid and sprite blocks even if entities are located there.
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@ -32,9 +32,9 @@ namespace ClassicalSharp {
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if( env != null )
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env.CloudsSpeed = Single.Parse( v ); } ),
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Make( -140, 50, "Clouds offset", Anchor.Centre, OnWidgetClick,
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g => (g.Map.CloudHeight - g.Map.Height).ToString(),
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(g, v) => g.Map.SetCloudsLevel( g.Map.Height + Int32.Parse( v ) ) ),
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Make( -140, 50, "Clouds height", Anchor.Centre, OnWidgetClick,
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g => g.Map.CloudHeight.ToString(),
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(g, v) => g.Map.SetCloudsLevel( Int32.Parse( v ) ) ),
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Make( 140, -150, "Sunlight colour", Anchor.Centre, OnWidgetClick,
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g => g.Map.Sunlight.ToRGBHexString(),
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@ -72,6 +72,7 @@ namespace ClassicalSharp {
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float height = game.BlockInfo.Height[newBlock];
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BoundingBox blockBB = new BoundingBox( pos.X, pos.Y, pos.Z,
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pos.X + 1, pos.Y + height, pos.Z + 1 );
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if( game.BlockInfo.CollideType[newBlock] != BlockCollideType.Solid ) return true;
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for( int id = 0; id < 255; id++ ) {
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Player player = game.Players[id];
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