Fixed the bucket handling code trying to simulate at the wrong coords (client sends all coords as -1 to signify "item use")
git-svn-id: http://mc-server.googlecode.com/svn/trunk@961 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@ -67,21 +67,21 @@ public:
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if (a_Dir >= 0)
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if (a_Dir >= 0)
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{
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{
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AddDirection(a_X, a_Y, a_Z, a_Dir);
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AddDirection(a_X, a_Y, a_Z, a_Dir);
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}
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if (a_World->GetBlock(a_X, a_Y, a_Z) == E_BLOCK_AIR)
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if(a_World->GetBlock(a_X, a_Y, a_Z) == E_BLOCK_AIR)
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{
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cItem Item(a_Item->m_ItemID, 1);
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if ((a_Player->GetGameMode() == 1) || (a_Player->GetInventory().RemoveItem(Item)))
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{
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{
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a_World->SetBlock(a_X, a_Y, a_Z, NewBlock, 0);
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cItem Item(a_Item->m_ItemID, 1);
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if ((a_Player->GetGameMode() == 1) || (a_Player->GetInventory().RemoveItem(Item)))
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if (a_Player->GetGameMode() == 1)
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{
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{
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break; //No new Bucket for creative players
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a_World->SetBlock(a_X, a_Y, a_Z, NewBlock, 0);
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if (a_Player->GetGameMode() == 1)
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{
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break; //No new Bucket for creative players
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}
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cItem Item(E_ITEM_BUCKET, 1);
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a_Player->GetInventory().AddItem(Item);
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return true;
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}
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}
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cItem Item(E_ITEM_BUCKET, 1);
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a_Player->GetInventory().AddItem(Item);
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return true;
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}
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}
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}
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}
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}
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}
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