feat: remove iron bars
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@@ -119,55 +119,6 @@ bool SpikeFeature::placeWithIndex(Level *level, Random *random, int x, int y, in
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}
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}
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// cap the last spikes with a fence to stop lucky arrows hitting the crystal
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if(iIndex>5)
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{
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for (int yy = y; yy < y + hh; yy++)
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{
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if (yy < Level::genDepth)
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{
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for (int xx = x - 2; xx <= x + 2; xx++)
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{
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for (int zz = z - 2; zz <= z + 2; zz++)
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{
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int xd = xx - x;
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int zd = zz - z;
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int iVal = xd * xd + zd * zd;
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if ( iVal >= 2 * 2)
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{
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if(yy==(y + hh - 1))
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{
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placeBlock(level, xx, y + hh, zz, Tile::ironFence_Id, 0);
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placeBlock(level, xx, y + hh +1, zz, Tile::ironFence_Id, 0);
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placeBlock(level, xx, y + hh +2, zz, Tile::ironFence_Id, 0);
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}
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}
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}
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}
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}
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else
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{
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app.DebugPrintf("Breaking out of spike feature\n");
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break;
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}
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}
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// and cap off the top
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int yy = y + hh + 3;
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if (yy < Level::genDepth)
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{
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for (int xx = x - 2; xx <= x + 2; xx++)
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{
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for (int zz = z - 2; zz <= z + 2; zz++)
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{
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placeBlock(level, xx, yy, zz, Tile::ironFence_Id, 0);
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}
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}
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}
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}
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shared_ptr<EnderCrystal> enderCrystal = shared_ptr<EnderCrystal>(new EnderCrystal(level));
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enderCrystal->moveTo(x + 0.5f, y + hh, z + 0.5f, random->nextFloat() * 360, 0);
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level->addEntity(enderCrystal);
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