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rounding floats to nearest 0.2


endershadow
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I'm using this code to determine temperature

if(isPowered())
				temperature += 1.0F;
			temperature -= getCoolant(worldObj, xCoord, yCoord - 1, zCoord);
			temperature = ((float) Math.ceil(temperature * 5) / 5.0F);
			if(temperature < 0.0F)
				temperature = 0.0F;

and here's the getCoolant() method

 

public float getCoolant(World world, int x, int y, int z)
{
	float coolant = 0.0F;
	for(int i = -1; i < 2; i++)
	{
		for(int j = -1; j < 2; j++)
		{
			int block = world.getBlockId(x + i, y, z + j);
			if(block == Block.waterMoving.blockID || block == Block.waterStill.blockID)
			{
				coolant += 0.2F;
			}
			else if(block == Block.lavaMoving.blockID || block == Block.lavaStill.blockID)
			{
				coolant -= 0.2F;
			}
			else if(Block.blocksList[block] != null && Block.blocksList[block] instanceof BlockFluidBase)
			{
				BlockFluidBase liquid = (BlockFluidBase) Block.blocksList[block];
				Fluid fluid = liquid.getFluid();
				if(fluid != null)
				{
					if((float) fluid.getTemperature(world, x + i, y, z + j) < getTemperature())
						coolant += 0.2F;
					else
						coolant -= 0.2F;
				}
			}
		}
	}
	return coolant;
}

 

but in the gui it shows up as x.6 then x.2 then x.0 then x.6 then x.2 then x.0 then... so I was wondering if anyone knows how I could get this to work better correctly? currently 2/9 spots are obstructed if that helps. also, the liquid being used is water, so the BlockFluidBase part of the method doesn't matter.

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I figured out a solution on my own.

 

 

Would you mind sharing the concept behind your solution? I can't be bothered to work it out from scratch xD

I am Mew. The Legendary Psychic. I behave oddly and am always playing practical jokes.

 

I have also found that I really love making extremely long and extremely but sometimes not so descriptive variables. Sort of like what I just did there xD

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