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authorworktycho <work.tycho@gmail.com>2014-06-11 17:23:53 +0200
committerTycho <work.tycho+git@gmail.com>2014-06-11 18:17:19 +0200
commit70c20d77721f69e9f04a27630a4e4b65c5be601f (patch)
tree4c353b7f91350c6176e546a8bc877bab3dd74aff /src/World.h
parentCompile fix (diff)
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Diffstat (limited to '')
-rw-r--r--src/World.h10
1 files changed, 5 insertions, 5 deletions
diff --git a/src/World.h b/src/World.h
index 45b42b280..0a8dcffc4 100644
--- a/src/World.h
+++ b/src/World.h
@@ -597,7 +597,7 @@ public:
void GrowSugarcane(int a_BlockX, int a_BlockY, int a_BlockZ, int a_NumBlocksToGrow);
/** Returns the biome at the specified coords. Reads the biome from the chunk, if loaded, otherwise uses the world generator to provide the biome value */
- EMCSBiome GetBiomeAt(int a_BlockX, int a_BlockZ) const;
+ EMCSBiome GetBiomeAt(int a_BlockX, int a_BlockZ);
/** Sets the biome at the specified coords. Returns true if successful, false if not (chunk not loaded).
Doesn't resend the chunk to clients, use ForceSendChunkTo() for that. */
@@ -711,7 +711,7 @@ public:
bool IsWeatherSunny(void) const { return (m_Weather == wSunny); }
/** Returns true if it is sunny at the specified location. This takes into account biomes. */
- bool IsWeatherSunnyAt(int a_BlockX, int a_BlockZ) const
+ bool IsWeatherSunnyAt(int a_BlockX, int a_BlockZ)
{
return (IsWeatherSunny() || IsBiomeNoDownfall(GetBiomeAt(a_BlockX, a_BlockZ)));
}
@@ -720,7 +720,7 @@ public:
bool IsWeatherRain(void) const { return (m_Weather == wRain); }
/** Returns true if it is raining at the specified location. This takes into account biomes. */
- bool IsWeatherRainAt (int a_BlockX, int a_BlockZ) const
+ bool IsWeatherRainAt (int a_BlockX, int a_BlockZ)
{
return (IsWeatherRain() && !IsBiomeNoDownfall(GetBiomeAt(a_BlockX, a_BlockZ)));
}
@@ -729,7 +729,7 @@ public:
bool IsWeatherStorm(void) const { return (m_Weather == wStorm); }
/** Returns true if the weather is stormy at the specified location. This takes into account biomes. */
- bool IsWeatherStormAt(int a_BlockX, int a_BlockZ) const
+ bool IsWeatherStormAt(int a_BlockX, int a_BlockZ)
{
return (IsWeatherStorm() && !IsBiomeNoDownfall(GetBiomeAt(a_BlockX, a_BlockZ)));
}
@@ -738,7 +738,7 @@ public:
bool IsWeatherWet(void) const { return !IsWeatherSunny(); }
/** Returns true if it is raining, stormy or snowing at the specified location. This takes into account biomes. */
- bool IsWeatherWetAt(int a_BlockX, int a_BlockZ) const
+ bool IsWeatherWetAt(int a_BlockX, int a_BlockZ)
{
return (IsWeatherWet() && !IsBiomeNoDownfall(GetBiomeAt(a_BlockX, a_BlockZ)));
}