Some fixes to lilypads
* Fixed placement on lava * Fixed placement on side of blocks * Fixed placement through blocks + Added washing-away of pads + Added ice as a block that fully occupies its voxel
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@ -365,7 +365,7 @@ void cBlockInfo::Initialize(void)
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ms_Info[E_BLOCK_WOODEN_SLAB ].m_IsSolid = false;
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// Torch placeable blocks:
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// Blocks that fully occupy their voxel - used as a guide for torch placeable blocks, amongst other things:
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ms_Info[E_BLOCK_NEW_LOG ].m_FullyOccupiesVoxel = true;
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ms_Info[E_BLOCK_BEDROCK ].m_FullyOccupiesVoxel = true;
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ms_Info[E_BLOCK_BLOCK_OF_COAL ].m_FullyOccupiesVoxel = true;
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@ -397,6 +397,7 @@ void cBlockInfo::Initialize(void)
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ms_Info[E_BLOCK_HAY_BALE ].m_FullyOccupiesVoxel = true;
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ms_Info[E_BLOCK_HUGE_BROWN_MUSHROOM ].m_FullyOccupiesVoxel = true;
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ms_Info[E_BLOCK_HUGE_RED_MUSHROOM ].m_FullyOccupiesVoxel = true;
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ms_Info[E_BLOCK_ICE ].m_FullyOccupiesVoxel = true;
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ms_Info[E_BLOCK_IRON_BLOCK ].m_FullyOccupiesVoxel = true;
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ms_Info[E_BLOCK_IRON_ORE ].m_FullyOccupiesVoxel = true;
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ms_Info[E_BLOCK_JACK_O_LANTERN ].m_FullyOccupiesVoxel = true;
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@ -2,10 +2,7 @@
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#pragma once
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#include "BlockHandler.h"
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#include "../Entities/Player.h"
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#include "Vector3.h"
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#include "../LineBlockTracer.h"
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#include "Entities/Pickup.h"
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@ -13,69 +10,16 @@
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class cBlockLilypadHandler :
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public cBlockHandler
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{
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typedef cBlockHandler super;
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public:
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cBlockLilypadHandler(BLOCKTYPE a_BlockType)
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: cBlockHandler(a_BlockType)
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{
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}
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virtual bool GetPlacementBlockTypeMeta(
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cChunkInterface & a_ChunkInterface, cPlayer * a_Player,
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int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace,
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int a_CursorX, int a_CursorY, int a_CursorZ,
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BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta
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) override
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virtual void ConvertToPickups(cItems & a_Pickups, NIBBLETYPE a_BlockMeta) override
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{
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if (a_BlockFace > 0)
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{
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return false;
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}
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class cCallbacks :
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public cBlockTracer::cCallbacks
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{
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public:
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cCallbacks(void) :
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m_HasHitFluid(false)
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{
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}
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virtual bool OnNextBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, char a_EntryFace) override
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{
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if (IsBlockWater(a_BlockType) || IsBlockLava(a_BlockType))
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{
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if ((a_BlockMeta != 0) || (a_EntryFace == BLOCK_FACE_NONE)) // The hit block should be a source. The FACE_NONE check is for AddFaceDir below
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{
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return false;
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}
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m_HasHitFluid = true;
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AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, (eBlockFace)a_EntryFace);
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m_Pos.Set(a_BlockX, a_BlockY, a_BlockZ);
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return true;
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}
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return false;
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}
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Vector3i m_Pos;
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bool m_HasHitFluid;
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} Callbacks;
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cLineBlockTracer Tracer(*a_Player->GetWorld(), Callbacks);
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Vector3d Start(a_Player->GetEyePosition() + a_Player->GetLookVector());
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Vector3d End(a_Player->GetEyePosition() + a_Player->GetLookVector() * 5);
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Tracer.Trace(Start.x, Start.y, Start.z, End.x, End.y, End.z);
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if (Callbacks.m_HasHitFluid)
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{
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a_Player->GetWorld()->SetBlock(Callbacks.m_Pos.x, Callbacks.m_Pos.y, Callbacks.m_Pos.z, E_BLOCK_LILY_PAD, 0);
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}
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return false;
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// Reset meta to zero
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a_Pickups.push_back(cItem(E_BLOCK_LILY_PAD, 1, 0));
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}
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};
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@ -27,6 +27,7 @@
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#include "ItemHoe.h"
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#include "ItemLeaves.h"
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#include "ItemLighter.h"
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#include "ItemLilypad.h"
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#include "ItemMap.h"
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#include "ItemMinecart.h"
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#include "ItemNetherWart.h"
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@ -115,6 +116,7 @@ cItemHandler *cItemHandler::CreateItemHandler(int a_ItemType)
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case E_ITEM_FISHING_ROD: return new cItemFishingRodHandler(a_ItemType);
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case E_ITEM_FLINT_AND_STEEL: return new cItemLighterHandler(a_ItemType);
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case E_ITEM_FLOWER_POT: return new cItemFlowerPotHandler(a_ItemType);
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case E_BLOCK_LILY_PAD: return new cItemLilypadHandler(a_ItemType);
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case E_ITEM_MAP: return new cItemMapHandler();
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case E_ITEM_ITEM_FRAME: return new cItemItemFrameHandler(a_ItemType);
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case E_ITEM_NETHER_WART: return new cItemNetherWartHandler(a_ItemType);
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106
src/Items/ItemLilypad.h
Normal file
106
src/Items/ItemLilypad.h
Normal file
@ -0,0 +1,106 @@
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#pragma once
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#include "ItemHandler.h"
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#include "../Entities/Player.h"
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#include "Vector3.h"
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#include "../LineBlockTracer.h"
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#include "BlockInfo.h"
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class cItemLilypadHandler :
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public cItemHandler
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{
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typedef cItemHandler super;
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public:
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cItemLilypadHandler(BLOCKTYPE a_BlockType)
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: cItemHandler(a_BlockType)
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{
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}
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virtual bool IsPlaceable(void) override
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{
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return false; // Set as not placeable so OnItemUse is called
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}
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virtual bool OnItemUse(cWorld * a_World, cPlayer * a_Player, const cItem & a_Item, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace) override
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{
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if (a_BlockFace > BLOCK_FACE_NONE)
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{
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// Clicked on the side of a submerged block; vanilla allows placement, so should we
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AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
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a_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_LILY_PAD, 0);
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if (!a_Player->IsGameModeCreative())
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a_Player->GetInventory().RemoveOneEquippedItem();
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return true;
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}
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class cCallbacks :
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public cBlockTracer::cCallbacks
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{
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public:
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cCallbacks(cWorld * a_World) :
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m_HasHitFluid(false),
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m_World(a_World)
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{
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}
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virtual bool OnNextBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, char a_EntryFace) override
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{
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if (IsBlockWater(a_BlockType))
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{
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if ((a_BlockMeta != 0) || (a_EntryFace == BLOCK_FACE_NONE)) // The hit block should be a source. The FACE_NONE check is clicking whilst submerged
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{
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return false;
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}
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a_EntryFace = BLOCK_FACE_YP; // Always place pad at top of water block
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AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, (eBlockFace)a_EntryFace);
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BLOCKTYPE Block = m_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ);
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if (
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!IsBlockWater(Block) &&
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cBlockInfo::FullyOccupiesVoxel(Block)
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)
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{
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// Can't place lilypad on air/in another block!
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return true;
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}
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m_HasHitFluid = true;
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m_Pos.Set(a_BlockX, a_BlockY, a_BlockZ);
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return true;
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}
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return false;
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}
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Vector3i m_Pos;
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bool m_HasHitFluid;
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cWorld * m_World;
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};
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cCallbacks Callbacks(a_World);
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cLineBlockTracer Tracer(*a_Player->GetWorld(), Callbacks);
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Vector3d Start(a_Player->GetEyePosition() + a_Player->GetLookVector());
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Vector3d End(a_Player->GetEyePosition() + a_Player->GetLookVector() * 5);
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Tracer.Trace(Start.x, Start.y, Start.z, End.x, End.y, End.z);
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if (Callbacks.m_HasHitFluid)
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{
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a_World->SetBlock(Callbacks.m_Pos.x, Callbacks.m_Pos.y, Callbacks.m_Pos.z, E_BLOCK_LILY_PAD, 0);
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if (!a_Player->IsGameModeCreative())
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a_Player->GetInventory().RemoveOneEquippedItem();
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return true;
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}
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return false;
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}
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};
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@ -36,6 +36,7 @@ bool cFluidSimulator::CanWashAway(BLOCKTYPE a_BlockType)
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case E_BLOCK_COBWEB:
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case E_BLOCK_CROPS:
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case E_BLOCK_DEAD_BUSH:
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case E_BLOCK_LILY_PAD:
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case E_BLOCK_RAIL:
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case E_BLOCK_REDSTONE_TORCH_OFF:
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case E_BLOCK_REDSTONE_TORCH_ON:
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