port map: game2-012's bell row describes a gap that closed

A wind charge burst on a bell rings it now: `wind_trigger_block` gives the bell its
own arm, `bell_attempt_to_ring` (`BellBlock.attemptToRing` with no direction), so the
row's "an Up-face use that bell_hit rejects, so it stays silent" no longer holds. The
verdict and the citation were already right; only the note is stale.

The file's other two `gap:` notes were re-read and still hold, so nothing else
changes.
This commit is contained in:
MSedgeMC committed 2026-11-02 10:27:02 +00:00
1 parent d928d1cd61
commit 989d52bcc4
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+1 -1
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@@ -3,7 +3,7 @@ BellBlock.useWithoutItem port crates/horizon-world/src/level/interact.rs::Sim::u
BellBlock.isProperHit inline crates/horizon-world/src/level/redstone.rs::Sim::bell_hit Proper-hit test is folded into bell_hit.
BellBlock.getVoxelShape skip:data Shape precomputed from the extracted block shapes (level/data.rs).
BellBlock.getStateForPlacement port crates/horizon-world/src/level/place.rs::Sim::placement_class Class::Bell arm picks attachment and facing.
BellBlock.onExplosionHit port crates/horizon-client/src/game/wind.rs::Game::wind_trigger_block gap: player: a wind charge burst that hits a bell should ring it; Horizon sends an Up-face use that bell_hit rejects, so it stays silent. TNT does not reach this (canTriggerBlocks is false).
BellBlock.onExplosionHit port crates/horizon-client/src/game/wind.rs::Game::wind_trigger_block the bell has its own arm: attemptToRing with no direction, so it rings toward its facing, powered or not; the other trigger blocks take the Up-face use. TNT does not reach this (canTriggerBlocks is false).
BellBlock.getConnectedDirection port crates/horizon-world/src/level/survive.rs::Sim::bell_connected_direction Same floor/ceiling/wall mapping.
BellBlock.createBlockStateDefinition skip:data Block state properties come from extracted data.
BellBlock.rotate skip:data Rotation is a precomputed table from extracted data (worldgen/structure.rs rotate).
1 BellBlock.neighborChanged port crates/horizon-world/src/level/redstone.rs::Sim::bell_neighbor_changed Rings on a new signal and stores POWERED.
3 BellBlock.isProperHit inline crates/horizon-world/src/level/redstone.rs::Sim::bell_hit Proper-hit test is folded into bell_hit.
4 BellBlock.getVoxelShape skip:data Shape precomputed from the extracted block shapes (level/data.rs).
5 BellBlock.getStateForPlacement port crates/horizon-world/src/level/place.rs::Sim::placement_class Class::Bell arm picks attachment and facing.
6 BellBlock.onExplosionHit port crates/horizon-client/src/game/wind.rs::Game::wind_trigger_block gap: player: a wind charge burst that hits a bell should ring it; Horizon sends an Up-face use that bell_hit rejects, so it stays silent. TNT does not reach this (canTriggerBlocks is false). the bell has its own arm: attemptToRing with no direction, so it rings toward its facing, powered or not; the other trigger blocks take the Up-face use. TNT does not reach this (canTriggerBlocks is false).
7 BellBlock.getConnectedDirection port crates/horizon-world/src/level/survive.rs::Sim::bell_connected_direction Same floor/ceiling/wall mapping.
8 BellBlock.createBlockStateDefinition skip:data Block state properties come from extracted data.
9 BellBlock.rotate skip:data Rotation is a precomputed table from extracted data (worldgen/structure.rs rotate).