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@ -41,7 +41,7 @@ public:
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bool ScoopUpFluid(cWorld * a_World, cPlayer * a_Player, const cItem & a_Item, int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace)
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{
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if (a_BlockFace > 0)
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if (a_BlockFace != BLOCK_FACE_NONE)
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{
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return false;
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}
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@ -95,38 +95,18 @@ public:
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bool PlaceFluid(cWorld * a_World, cPlayer * a_Player, const cItem & a_Item, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace, BLOCKTYPE a_FluidBlock)
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{
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if (a_BlockFace > 0)
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if (a_BlockFace != BLOCK_FACE_NONE)
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{
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return false;
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}
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BLOCKTYPE CurrentBlock;
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Vector3i BlockPos;
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if (!GetPlaceableBlockFromTrace(a_World, a_Player, BlockPos, CurrentBlock))
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if (!GetPlacementCoordsFromTrace(a_World, a_Player, BlockPos, CurrentBlock))
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{
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return false;
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}
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bool CanWashAway = cFluidSimulator::CanWashAway(CurrentBlock);
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if (!CanWashAway)
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{
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// The block pointed at cannot be washed away, so put fluid on top of it / on its sides
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// AddFaceDirection(BlockPos.x, BlockPos.y, BlockPos.z, a_BlockFace);
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// CurrentBlock = a_World->GetBlock(BlockPos);
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}
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if (
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!CanWashAway &&
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(CurrentBlock != E_BLOCK_AIR) &&
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(CurrentBlock != E_BLOCK_WATER) &&
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(CurrentBlock != E_BLOCK_STATIONARY_WATER) &&
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(CurrentBlock != E_BLOCK_LAVA) &&
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(CurrentBlock != E_BLOCK_STATIONARY_LAVA)
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)
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{
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// Cannot place water here
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return false;
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}
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if (a_Player->GetGameMode() != gmCreative)
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{
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// Remove fluid bucket, add empty bucket:
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@ -144,6 +124,7 @@ public:
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}
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// Wash away anything that was there prior to placing:
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bool CanWashAway = cFluidSimulator::CanWashAway(CurrentBlock);
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if (CanWashAway)
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{
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cBlockHandler * Handler = BlockHandler(CurrentBlock);
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@ -209,7 +190,7 @@ public:
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}
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bool GetPlaceableBlockFromTrace(cWorld * a_World, cPlayer * a_Player, Vector3i & a_BlockPos, BLOCKTYPE & a_BlockType)
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bool GetPlacementCoordsFromTrace(cWorld * a_World, cPlayer * a_Player, Vector3i & a_BlockPos, BLOCKTYPE & a_BlockType)
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{
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class cCallbacks :
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public cBlockTracer::cCallbacks
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@ -229,6 +210,17 @@ public:
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{
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if (a_BlockType != E_BLOCK_AIR)
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{
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bool CanWashAway = cFluidSimulator::CanWashAway(m_LastBlock);
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if (
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!CanWashAway &&
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(m_LastBlock != E_BLOCK_AIR) &&
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!IsBlockWater(m_LastBlock) &&
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!IsBlockLava(m_LastBlock)
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)
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{
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return true;
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}
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m_HasHitLastBlock = true;
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return true;
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}
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