Get skull data before destroying block. Fixes BUKKIT-2723

Skull blocks store their type in a tile entity and use their block data
as rotation. When breaking a block the block data is used for determining
what item to drop. Simply changing this to use the skull method for getting
their drop data is not enough because their tile entity is already gone.
Therefore we have to special case skulls to get the correct data _and_ get
that data before breaking the block.
This commit is contained in:
Travis Watkins
2012-10-29 12:38:34 -05:00
parent 14f4bd9024
commit 216cddb2ab
4 changed files with 30 additions and 8 deletions

View File

@@ -264,8 +264,14 @@ public class Explosion {
// CraftBukkit - stop explosions from putting out fire
if (l > 0 && l != Block.FIRE.id) {
// CraftBukkit
Block.byId[l].dropNaturally(this.world, i, j, k, this.world.getData(i, j, k), event.getYield(), 0);
// CraftBukkit start - special case skulls, add yield
int data = this.world.getData(i, j, k);
if (l == Block.SKULL.id) {
data = Block.SKULL.getDropData(this.world, i, j, k);
}
Block.byId[l].dropNaturally(this.world, i, j, k, data, event.getYield(), 0);
// CraftBukkit end
if (this.world.setRawTypeIdAndData(i, j, k, 0, 0, this.world.isStatic)) {
this.world.applyPhysics(i, j, k, 0);
}

View File

@@ -291,6 +291,11 @@ public class ItemInWorldManager {
int l = this.world.getTypeId(i, j, k);
if (Block.byId[l] == null) return false; // CraftBukkit - a plugin set block to air without cancelling
int i1 = this.world.getData(i, j, k);
// CraftBukkit start - special case skulls, their item data comes from a tile entity
if (l == Block.SKULL.id) {
i1 = Block.SKULL.getDropData(world, i, j, k);
}
// CraftBukkit end
this.world.a(this.player, 2001, i, j, k, l + (this.world.getData(i, j, k) << 12));
boolean flag = this.d(i, j, k);