Removed leftover DoesAllowBlockOnTop
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4cdf776759
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411f0b5fa4
@ -404,15 +404,6 @@ bool cBlockHandler::DoesIgnoreBuildCollision(void)
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bool cBlockHandler::DoesAllowBlockOnTop(void)
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{
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return true;
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}
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bool cBlockHandler::CanBePlacedOnSide(void)
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bool cBlockHandler::CanBePlacedOnSide(void)
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{
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{
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return true;
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return true;
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@ -83,10 +83,7 @@ public:
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NOTE: This call doesn't actually place the block
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NOTE: This call doesn't actually place the block
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*/
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*/
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// virtual bool CanBePlacedAt(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ, char a_Dir);
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// virtual bool CanBePlacedAt(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ, char a_Dir);
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/// Called when the player tries to place a block on top of this block (Only if he aims directly on this block); return false to disallow
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virtual bool DoesAllowBlockOnTop(void);
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/// Called to check whether this block supports a rclk action. If it returns true, OnUse() is called
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/// Called to check whether this block supports a rclk action. If it returns true, OnUse() is called
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virtual bool IsUseable(void);
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virtual bool IsUseable(void);
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@ -908,15 +908,6 @@ void cClientHandle::HandlePlaceBlock(int a_BlockX, int a_BlockY, int a_BlockZ, c
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}
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}
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else
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else
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{
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{
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// Check for Blocks not allowing placement on top
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if ((a_BlockFace == BLOCK_FACE_TOP) && !Handler->DoesAllowBlockOnTop())
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{
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// Resend the old block
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// Sometimes the client still places the block O.o
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World->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, m_Player);
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return;
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}
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if (!BlockHandler(PlaceBlock)->DoesIgnoreBuildCollision())
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if (!BlockHandler(PlaceBlock)->DoesIgnoreBuildCollision())
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{
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{
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// Tried to place a block *into* another?
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// Tried to place a block *into* another?
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