mirror of
https://github.com/ClassiCube/MCGalaxy.git
synced 2025-09-27 15:30:58 -04:00
Make /rp code actually sensible, also use packed integer indices for storing positions to update, instead of that pointless 12 byte struct.
This commit is contained in:
parent
a0cd1885f0
commit
54534354ba
@ -1,20 +1,20 @@
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/*
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/*
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Copyright 2011 MCForge
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Copyright 2011 MCForge
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Dual-licensed under the Educational Community License, Version 2.0 and
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Dual-licensed under the Educational Community License, Version 2.0 and
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the GNU General Public License, Version 3 (the "Licenses"); you may
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the GNU General Public License, Version 3 (the "Licenses"); you may
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not use this file except in compliance with the Licenses. You may
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not use this file except in compliance with the Licenses. You may
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obtain a copy of the Licenses at
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obtain a copy of the Licenses at
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http://www.opensource.org/licenses/ecl2.php
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http://www.opensource.org/licenses/ecl2.php
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http://www.gnu.org/licenses/gpl-3.0.html
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http://www.gnu.org/licenses/gpl-3.0.html
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Unless required by applicable law or agreed to in writing,
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Unless required by applicable law or agreed to in writing,
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software distributed under the Licenses are distributed on an "AS IS"
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software distributed under the Licenses are distributed on an "AS IS"
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BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express
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BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express
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or implied. See the Licenses for the specific language governing
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or implied. See the Licenses for the specific language governing
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permissions and limitations under the Licenses.
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permissions and limitations under the Licenses.
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*/
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*/
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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namespace MCGalaxy.Commands
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namespace MCGalaxy.Commands
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@ -28,141 +28,105 @@ namespace MCGalaxy.Commands
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public override LevelPermission defaultRank { get { return LevelPermission.AdvBuilder; } }
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public override LevelPermission defaultRank { get { return LevelPermission.AdvBuilder; } }
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public CmdRestartPhysics() { }
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public CmdRestartPhysics() { }
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public override void Use(Player p, string message)
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public override void Use(Player p, string message) {
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{
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CatchPos cpos = default(CatchPos);
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CatchPos cpos;
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cpos.x = 0; cpos.y = 0; cpos.z = 0;
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message = message.ToLower();
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message = message.ToLower();
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cpos.extraInfo = "";
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cpos.extraInfo = "";
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if (message != "" && !ParseArgs(p, message, ref cpos)) return;
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if (message != "")
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{
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int currentLoop = 0; string[] storedArray; bool skip = false;
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retry: foreach (string s in message.Split(' '))
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{
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if (currentLoop % 2 == 0)
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{
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switch (s)
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{
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case "drop":
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case "explode":
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case "dissipate":
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case "wait":
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case "rainbow":
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break;
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case "revert":
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if (skip) break;
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storedArray = message.Split(' ');
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try
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{
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storedArray[currentLoop + 1] = Block.Byte(message.Split(' ')[currentLoop + 1].ToString().ToLower()).ToString();
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if (storedArray[currentLoop + 1].ToString() == "255") throw new OverflowException();
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}
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catch { Player.SendMessage(p, "Invalid block type."); return; }
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message = string.Join(" ", storedArray);
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skip = true; currentLoop = 0;
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goto retry;
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default:
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Player.SendMessage(p, s + " is not supported."); return;
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}
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}
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else
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{
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try
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{
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if (int.Parse(s) < 1) { Player.SendMessage(p, "Values must be above 0"); return; }
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}
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catch { Player.SendMessage(p, "/rp [text] [num] [text] [num]"); return; }
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}
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currentLoop++;
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}
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if (currentLoop % 2 != 1) cpos.extraInfo = message;
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else { Player.SendMessage(p, "Number of parameters must be even"); Help(p); return; }
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}
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p.blockchangeObject = cpos;
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p.blockchangeObject = cpos;
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Player.SendMessage(p, "Place two blocks to determine the edges.");
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Player.SendMessage(p, "Place two blocks to determine the edges.");
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p.ClearBlockchange();
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p.ClearBlockchange();
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p.Blockchange += new Player.BlockchangeEventHandler(Blockchange1);
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p.Blockchange += new Player.BlockchangeEventHandler(Blockchange1);
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}
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}
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public override void Help(Player p)
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{
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bool ParseArgs(Player p, string args, ref CatchPos cpos) {
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Player.SendMessage(p, "/restartphysics ([type] [num]) ([type2] [num2]) (...) - Restarts every physics block in an area");
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string[] parts = args.Split(' ');
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Player.SendMessage(p, "[type] will set custom physics for selected blocks");
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if (parts.Length % 2 == 1) {
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Player.SendMessage(p, "Possible [types]: drop, explode, dissipate, wait, rainbow, revert");
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Player.SendMessage(p, "Number of parameters must be even");
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Player.SendMessage(p, "/rp revert takes block names");
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Help(p); return false;
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}
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for (int i = 0; i < parts.Length; i++) {
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string s = parts[i];
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if (i % 2 != 0) {
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int value;
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if (!int.TryParse(s, out value)) {
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Player.SendMessage(p, "/rp [type1] [num] [type2] [num]..."); return false;
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}
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if (value < 0) { Player.SendMessage(p, "Values must be above 0"); return false; }
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continue;
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}
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switch (s) {
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case "drop":
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case "explode":
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case "dissipate":
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case "wait":
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case "rainbow":
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break;
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case "revert":
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byte block = Block.Byte(parts[i + 1]);
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if (block == Block.Zero) { Player.SendMessage(p, "Invalid block type."); return false; }
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parts[i + 1] = block.ToString();
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break;
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default:
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Player.SendMessage(p, s + " type is not supported.");
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return false;
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}
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}
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cpos.extraInfo = string.Join(" ", parts);
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return true;
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}
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}
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public void Blockchange1(Player p, ushort x, ushort y, ushort z, byte type, byte extType)
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{
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void Blockchange1(Player p, ushort x, ushort y, ushort z, byte type, byte extType) {
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RevertAndClearState(p, x, y, z);
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RevertAndClearState(p, x, y, z);
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CatchPos bp = (CatchPos)p.blockchangeObject;
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CatchPos bp = (CatchPos)p.blockchangeObject;
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bp.x = x; bp.y = y; bp.z = z; p.blockchangeObject = bp;
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bp.x = x; bp.y = y; bp.z = z; p.blockchangeObject = bp;
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p.Blockchange += new Player.BlockchangeEventHandler(Blockchange2);
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p.Blockchange += new Player.BlockchangeEventHandler(Blockchange2);
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}
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}
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public void Blockchange2(Player p, ushort x, ushort y, ushort z, byte type, byte extType)
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{
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void Blockchange2(Player p, ushort x, ushort y, ushort z, byte type, byte extType) {
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RevertAndClearState(p, x, y, z);
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RevertAndClearState(p, x, y, z);
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CatchPos cpos = (CatchPos)p.blockchangeObject;
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CatchPos cpos = (CatchPos)p.blockchangeObject;
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List<CatchPos> buffer = new List<CatchPos>();
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List<int> buffer = new List<int>();
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CatchPos pos = new CatchPos();
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//int totalChecks = 0;
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for (ushort yy = Math.Min(cpos.y, y); yy <= Math.Max(cpos.y, y); ++yy)
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for (ushort zz = Math.Min(cpos.z, z); zz <= Math.Max(cpos.z, z); ++zz)
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//if (Math.Abs(cpos.x - x) * Math.Abs(cpos.y - y) * Math.Abs(cpos.z - z) > 8000) { Player.SendMessage(p, "Tried to restart too many blocks. You may only restart 8000"); return; }
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for (ushort xx = Math.Min(cpos.x, x); xx <= Math.Max(cpos.x, x); ++xx)
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for (ushort xx = Math.Min(cpos.x, x); xx <= Math.Max(cpos.x, x); ++xx)
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{
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{
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for (ushort yy = Math.Min(cpos.y, y); yy <= Math.Max(cpos.y, y); ++yy)
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int index = p.level.PosToInt(xx, yy, zz);
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{
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if (index >= 0 && p.level.blocks[index] != Block.air)
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for (ushort zz = Math.Min(cpos.z, z); zz <= Math.Max(cpos.z, z); ++zz)
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buffer.Add(index);
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{
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if (p.level.GetTile(xx, yy, zz) != Block.air)
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{
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pos.x = xx; pos.y = yy; pos.z = zz;
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pos.extraInfo = cpos.extraInfo;
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buffer.Add(pos);
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}
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}
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}
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}
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}
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try
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if (cpos.extraInfo == "") {
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{
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if (buffer.Count > Server.rpNormLimit) {
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if (cpos.extraInfo == "")
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Player.SendMessage(p, "Cannot restart more than " + Server.rpNormLimit + " blocks.");
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{
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Player.SendMessage(p, "Tried to restart " + buffer.Count + " blocks.");
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if (buffer.Count > Server.rpNormLimit)
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return;
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{
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Player.SendMessage(p, "Cannot restart more than " + Server.rpNormLimit + " blocks.");
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Player.SendMessage(p, "Tried to restart " + buffer.Count + " blocks.");
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return;
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}
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}
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}
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else
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} else if (buffer.Count > Server.rpLimit) {
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{
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Player.SendMessage(p, "Tried to add physics to " + buffer.Count + " blocks.");
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if (buffer.Count > Server.rpLimit)
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Player.SendMessage(p, "Cannot add physics to more than " + Server.rpLimit + " blocks.");
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{
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return;
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Player.SendMessage(p, "Tried to add physics to " + buffer.Count + " blocks.");
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Player.SendMessage(p, "Cannot add physics to more than " + Server.rpLimit + " blocks.");
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return;
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}
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}
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}
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catch { return; }
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foreach (CatchPos pos1 in buffer)
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{
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p.level.AddCheck(p.level.PosToInt(pos1.x, pos1.y, pos1.z), true, pos1.extraInfo);
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}
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}
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foreach (int index in buffer)
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p.level.AddCheck(index, true, cpos.extraInfo);
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Player.SendMessage(p, "Activated " + buffer.Count + " blocks.");
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Player.SendMessage(p, "Activated " + buffer.Count + " blocks.");
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if (p.staticCommands) p.Blockchange += new Player.BlockchangeEventHandler(Blockchange1);
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if (p.staticCommands)
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p.Blockchange += new Player.BlockchangeEventHandler(Blockchange1);
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}
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}
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struct CatchPos { public ushort x, y, z; public string extraInfo; }
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struct CatchPos { public ushort x, y, z; public string extraInfo; }
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public override void Help(Player p) {
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Player.SendMessage(p, "/restartphysics ([type] [num]) ([type2] [num2]) (...) - Restarts every physics block in an area");
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Player.SendMessage(p, "[type] will set custom physics for selected blocks");
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Player.SendMessage(p, "Possible [types]: drop, explode, dissipate, wait, rainbow, revert");
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Player.SendMessage(p, "/rp revert takes block names");
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}
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}
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}
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}
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}
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