Added open/close and sound effects for all door types
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@ -50,10 +50,24 @@ void cBlockDoorHandler::OnUse(cChunkInterface & a_ChunkInterface, cWorldInterfac
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UNUSED(a_CursorY);
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UNUSED(a_CursorY);
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UNUSED(a_CursorZ);
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UNUSED(a_CursorZ);
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if (a_ChunkInterface.GetBlock(a_BlockX, a_BlockY, a_BlockZ) == E_BLOCK_WOODEN_DOOR)
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switch (a_ChunkInterface.GetBlock(a_BlockX, a_BlockY, a_BlockZ))
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{
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{
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ChangeDoor(a_ChunkInterface, a_BlockX, a_BlockY, a_BlockZ);
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default:
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a_Player->GetWorld()->BroadcastSoundParticleEffect(1003, a_BlockX, a_BlockY, a_BlockZ, 0, a_Player->GetClientHandle());
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{
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ASSERT(!"Unhandled door block type");
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}
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case E_BLOCK_ACACIA_DOOR:
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case E_BLOCK_BIRCH_DOOR:
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case E_BLOCK_DARK_OAK_DOOR:
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case E_BLOCK_JUNGLE_DOOR:
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case E_BLOCK_SPRUCE_DOOR:
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case E_BLOCK_IRON_DOOR:
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case E_BLOCK_WOODEN_DOOR:
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{
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ChangeDoor(a_ChunkInterface, a_BlockX, a_BlockY, a_BlockZ);
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a_Player->GetWorld()->BroadcastSoundParticleEffect(1003, a_BlockX, a_BlockY, a_BlockZ, 0, a_Player->GetClientHandle());
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break;
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}
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}
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}
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}
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}
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