Renamed cBlockQuartsHandler to cBlockQuartzHandler. Fixed not being able to place normal quartz blocks.
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@ -176,7 +176,7 @@ cBlockHandler * cBlockHandler::CreateBlockHandler(BLOCKTYPE a_BlockType)
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case E_BLOCK_POWERED_RAIL: return new cBlockRailHandler (a_BlockType);
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case E_BLOCK_PUMPKIN: return new cBlockPumpkinHandler (a_BlockType);
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case E_BLOCK_PUMPKIN_STEM: return new cBlockStemsHandler (a_BlockType);
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case E_BLOCK_QUARTZ_BLOCK: return new cBlockQuartsHandler (a_BlockType);
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case E_BLOCK_QUARTZ_BLOCK: return new cBlockQuartzHandler (a_BlockType);
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case E_BLOCK_QUARTZ_STAIRS: return new cBlockStairsHandler (a_BlockType);
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case E_BLOCK_RAIL: return new cBlockRailHandler (a_BlockType);
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case E_BLOCK_REDSTONE_LAMP_ON: return new cBlockRedstoneLampHandler (a_BlockType); // We need this to change pickups to an off lamp; else 1.7+ clients crash
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@ -7,10 +7,10 @@
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class cBlockQuartsHandler : public cBlockHandler
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class cBlockQuartzHandler : public cBlockHandler
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{
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public:
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cBlockQuartsHandler(BLOCKTYPE a_BlockType)
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cBlockQuartzHandler(BLOCKTYPE a_BlockType)
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: cBlockHandler(a_BlockType)
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{
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}
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@ -27,7 +27,7 @@ public:
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NIBBLETYPE Meta = (NIBBLETYPE)(a_Player->GetEquippedItem().m_ItemDamage);
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if (Meta != 0x2) // Check if the block is a pillar block.
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{
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return false;
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return true;
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}
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a_BlockMeta = BlockFaceToMetaData(a_BlockFace, Meta);
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