Resending fire to the client when the interact cancelled.
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@ -920,6 +920,10 @@ 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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{
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{
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m_Player->GetWorld()->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, m_Player);
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m_Player->GetWorld()->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, m_Player);
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if (cBlockInfo::GetHandler(m_Player->GetWorld()->GetBlock(a_BlockX, a_BlockY + 1, a_BlockZ))->IsClickedThrough())
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{
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m_Player->GetWorld()->SendBlockTo(a_BlockX, a_BlockY + 1, a_BlockZ, m_Player);
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}
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return;
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return;
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}
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}
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@ -928,6 +932,10 @@ 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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// A plugin doesn't agree with the action, replace the block on the client and quit:
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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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m_Player->GetWorld()->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, m_Player);
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if (cBlockInfo::GetHandler(m_Player->GetWorld()->GetBlock(a_BlockX, a_BlockY + 1, a_BlockZ))->IsClickedThrough())
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{
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m_Player->GetWorld()->SendBlockTo(a_BlockX, a_BlockY + 1, a_BlockZ, m_Player);
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}
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return;
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return;
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}
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}
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