Use switch in GetStepSound
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27b98dec2b
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0274db0e14
@ -176,15 +176,13 @@ public:
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virtual const char * GetStepSound(void) override
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{
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BLOCKTYPE Block = GetSingleSlabType(m_BlockType);
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if (Block != m_BlockType)
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switch (m_BlockType)
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{
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return cBlockHandler::GetBlockHandler(Block)->GetStepSound();
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}
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else
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{
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return "step.stone";
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case E_BLOCK_DOUBLE_STONE_SLAB: return "step.stone";
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case E_BLOCK_DOUBLE_WOODEN_SLAB: return "step.wood";
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}
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ASSERT(!"Unhandled double slab type!");
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return "";
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}
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} ;
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@ -1043,7 +1043,7 @@ void cClientHandle::HandlePlaceBlock(int a_BlockX, int a_BlockY, int a_BlockZ, e
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if (
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cBlockSlabHandler::IsAnySlabType(ClickedBlock) && // Is there a slab already?
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cBlockSlabHandler::IsAnySlabType(EquippedBlock) && // Is the player placing another slab?
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((ClickedBlockMeta & 0x07) == EquippedBlockDamage) && // Is it the same slab type?
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((ClickedBlockMeta & 0x07) == EquippedBlockDamage) && // Is it the same slab type?
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(
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(a_BlockFace == BLOCK_FACE_TOP) || // Clicking the top of a bottom slab
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(a_BlockFace == BLOCK_FACE_BOTTOM) // Clicking the bottom of a top slab
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