2020-12-18 20:42:34 -05:00
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#pragma once
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#include "BlockHandler.h"
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class cBlockDaylightSensorHandler final :
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public cBlockHandler
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{
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using Super = cBlockHandler;
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public:
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using Super::Super;
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private:
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virtual bool OnUse(
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cChunkInterface & a_ChunkInterface,
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cWorldInterface & a_WorldInterface,
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cPlayer & a_Player,
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const Vector3i a_BlockPos,
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eBlockFace a_BlockFace,
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const Vector3i a_CursorPos
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) const override
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{
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if (a_ChunkInterface.GetBlock(a_BlockPos) == E_BLOCK_DAYLIGHT_SENSOR)
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{
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a_ChunkInterface.SetBlock(a_BlockPos, E_BLOCK_INVERTED_DAYLIGHT_SENSOR, 0);
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}
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else
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{
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a_ChunkInterface.SetBlock(a_BlockPos, E_BLOCK_DAYLIGHT_SENSOR, 0);
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}
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return true;
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}
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2021-03-28 09:41:34 -04:00
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virtual cItems ConvertToPickups(const NIBBLETYPE a_BlockMeta, const cItem * const a_Tool) const override
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2020-12-18 20:42:34 -05:00
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{
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// Always drop the regular daylight sensor:
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return { E_BLOCK_DAYLIGHT_SENSOR };
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}
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virtual bool IsUseable(void) const override
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{
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return true;
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}
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};
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