Update to Minecraft 1.19

By: md_5 <git@md-5.net>
This commit is contained in:
CraftBukkit/Spigot
2022-06-08 02:00:00 +10:00
parent 91d9aa9a89
commit 25f3b50f6b
332 changed files with 3628 additions and 2559 deletions

View File

@@ -11,17 +11,19 @@
public class BlockCauldron extends AbstractCauldronBlock {
private static final float RAIN_FILL_CHANCE = 0.05F;
@@ -51,11 +55,11 @@
@Override
protected void receiveStalactiteDrip(IBlockData iblockdata, World world, BlockPosition blockposition, FluidType fluidtype) {
@@ -54,13 +58,11 @@
if (fluidtype == FluidTypes.WATER) {
- world.setBlockAndUpdate(blockposition, Blocks.WATER_CAULDRON.defaultBlockState());
+ LayeredCauldronBlock.changeLevel(iblockdata, world, blockposition, Blocks.WATER_CAULDRON.defaultBlockState(), null, CauldronLevelChangeEvent.ChangeReason.NATURAL_FILL); // CraftBukkit
iblockdata1 = Blocks.WATER_CAULDRON.defaultBlockState();
- world.setBlockAndUpdate(blockposition, iblockdata1);
- world.gameEvent(GameEvent.BLOCK_CHANGE, blockposition, GameEvent.a.of(iblockdata1));
+ LayeredCauldronBlock.changeLevel(iblockdata, world, blockposition, iblockdata1, null, CauldronLevelChangeEvent.ChangeReason.NATURAL_FILL); // CraftBukkit
world.levelEvent(1047, blockposition, 0);
world.gameEvent((Entity) null, GameEvent.FLUID_PLACE, blockposition);
} else if (fluidtype == FluidTypes.LAVA) {
- world.setBlockAndUpdate(blockposition, Blocks.LAVA_CAULDRON.defaultBlockState());
+ LayeredCauldronBlock.changeLevel(iblockdata, world, blockposition, Blocks.LAVA_CAULDRON.defaultBlockState(), null, CauldronLevelChangeEvent.ChangeReason.NATURAL_FILL); // CraftBukkit
iblockdata1 = Blocks.LAVA_CAULDRON.defaultBlockState();
- world.setBlockAndUpdate(blockposition, iblockdata1);
- world.gameEvent(GameEvent.BLOCK_CHANGE, blockposition, GameEvent.a.of(iblockdata1));
+ LayeredCauldronBlock.changeLevel(iblockdata, world, blockposition, iblockdata1, null, CauldronLevelChangeEvent.ChangeReason.NATURAL_FILL); // CraftBukkit
world.levelEvent(1046, blockposition, 0);
world.gameEvent((Entity) null, GameEvent.FLUID_PLACE, blockposition);
}