Moved the clicked-through block check to the top of the function.
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@ -40,11 +40,6 @@ public:
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FindAndSetPortalFrame(a_BlockX, a_BlockY - 1, a_BlockZ, a_ChunkInterface, a_WorldInterface);
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}
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virtual void OnDigging(cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ) override
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{
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a_ChunkInterface.DigBlock(a_WorldInterface, a_BlockX, a_BlockY, a_BlockZ);
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}
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virtual void ConvertToPickups(cItems & a_Pickups, NIBBLETYPE a_BlockMeta) override
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{
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// No pickups from this block
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@ -912,6 +912,23 @@ void cClientHandle::HandleLeftClick(int a_BlockX, int a_BlockY, int a_BlockZ, eB
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return;
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}
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// Check for clickthrough-blocks:
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/* When the user breaks a fire block, the client send the wrong block location.
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We must find the right block with the face direction. */
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if (a_BlockFace != BLOCK_FACE_NONE)
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{
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int BlockX = a_BlockX;
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int BlockY = a_BlockY;
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int BlockZ = a_BlockZ;
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AddFaceDirection(BlockX, BlockY, BlockZ, a_BlockFace);
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if (cBlockInfo::GetHandler(m_Player->GetWorld()->GetBlock(BlockX, BlockY, BlockZ))->IsClickedThrough())
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{
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a_BlockX = BlockX;
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a_BlockY = BlockY;
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a_BlockZ = BlockZ;
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}
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}
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if (
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((a_Status == DIG_STATUS_STARTED) || (a_Status == DIG_STATUS_FINISHED)) && // Only do a radius check for block destruction - things like pickup tossing send coordinates that are to be ignored
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((Diff(m_Player->GetPosX(), (double)a_BlockX) > 6) ||
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@ -920,14 +937,6 @@ void cClientHandle::HandleLeftClick(int a_BlockX, int a_BlockY, int a_BlockZ, eB
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)
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{
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m_Player->GetWorld()->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, m_Player);
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if (a_BlockFace != BLOCK_FACE_NONE)
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{
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AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
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if (cBlockInfo::GetHandler(m_Player->GetWorld()->GetBlock(a_BlockX, a_BlockY, a_BlockZ))->IsClickedThrough())
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{
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m_Player->GetWorld()->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, m_Player);
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}
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}
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return;
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}
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@ -936,14 +945,6 @@ void cClientHandle::HandleLeftClick(int a_BlockX, int a_BlockY, int a_BlockZ, eB
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{
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// A plugin doesn't agree with the action, replace the block on the client and quit:
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m_Player->GetWorld()->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, m_Player);
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if (a_BlockFace != BLOCK_FACE_NONE)
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{
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AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
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if (cBlockInfo::GetHandler(m_Player->GetWorld()->GetBlock(a_BlockX, a_BlockY, a_BlockZ))->IsClickedThrough())
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{
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m_Player->GetWorld()->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, m_Player);
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}
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}
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return;
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}
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@ -1067,26 +1068,6 @@ void cClientHandle::HandleBlockDigStarted(int a_BlockX, int a_BlockY, int a_Bloc
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m_LastDigBlockY = a_BlockY;
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m_LastDigBlockZ = a_BlockZ;
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// Check for clickthrough-blocks:
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/* When the user breaks a fire block, the client send the wrong block location.
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We must find the right block with the face direction. */
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if (a_BlockFace != BLOCK_FACE_NONE)
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{
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int pX = a_BlockX;
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int pY = a_BlockY;
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int pZ = a_BlockZ;
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AddFaceDirection(pX, pY, pZ, a_BlockFace); // Get the block in front of the clicked coordinates (m_bInverse defaulted to false)
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cBlockHandler * Handler = cBlockInfo::GetHandler(m_Player->GetWorld()->GetBlock(pX, pY, pZ));
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if (Handler->IsClickedThrough())
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{
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cChunkInterface ChunkInterface(m_Player->GetWorld()->GetChunkMap());
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Handler->OnDigging(ChunkInterface, *m_Player->GetWorld(), m_Player, pX, pY, pZ);
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return;
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}
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}
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if (
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(m_Player->IsGameModeCreative()) || // In creative mode, digging is done immediately
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cBlockInfo::IsOneHitDig(a_OldBlock) // One-hit blocks get destroyed immediately, too
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