commit
084dec6ccf
@ -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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@ -95,29 +95,15 @@ 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 = a_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ);
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bool CanWashAway = cFluidSimulator::CanWashAway(CurrentBlock);
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if (!CanWashAway)
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BLOCKTYPE CurrentBlock;
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Vector3i BlockPos;
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if (!GetPlacementCoordsFromTrace(a_World, a_Player, BlockPos, CurrentBlock))
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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(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
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CurrentBlock = a_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ);
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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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@ -138,7 +124,7 @@ public:
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}
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// Wash away anything that was there prior to placing:
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if (CanWashAway)
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if (cFluidSimulator::CanWashAway(CurrentBlock))
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{
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cBlockHandler * Handler = BlockHandler(CurrentBlock);
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if (Handler->DoesDropOnUnsuitable())
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@ -149,13 +135,13 @@ public:
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}
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}
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a_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, a_FluidBlock, 0);
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a_World->SetBlock(BlockPos.x, BlockPos.y, BlockPos.z, a_FluidBlock, 0);
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return true;
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}
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bool GetBlockFromTrace(cWorld * a_World, cPlayer * a_Player, Vector3i & BlockPos)
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bool GetBlockFromTrace(cWorld * a_World, cPlayer * a_Player, Vector3i & a_BlockPos)
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{
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class cCallbacks :
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public cBlockTracer::cCallbacks
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@ -198,8 +184,66 @@ public:
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}
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BlockPos.Set(Callbacks.m_Pos.x, Callbacks.m_Pos.y, Callbacks.m_Pos.z);
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a_BlockPos = Callbacks.m_Pos;
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return true;
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}
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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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{
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public:
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Vector3i m_Pos;
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bool m_HasHitLastBlock;
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BLOCKTYPE m_LastBlock;
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cCallbacks(void) :
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m_HasHitLastBlock(false)
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{
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}
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virtual bool OnNextBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, char a_EntryFace) override
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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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m_Pos.Set(a_BlockX, a_BlockY, a_BlockZ);
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m_LastBlock = a_BlockType;
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return false;
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}
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} Callbacks;
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cLineBlockTracer Tracer(*a_World, Callbacks);
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Vector3d Start(a_Player->GetEyePosition() + a_Player->GetLookVector());
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Vector3d End(a_Player->GetEyePosition() + a_Player->GetLookVector() * 5);
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Tracer.Trace(Start.x, Start.y, Start.z, End.x, End.y, End.z);
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if (!Callbacks.m_HasHitLastBlock)
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{
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return false;
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}
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a_BlockPos = Callbacks.m_Pos;
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a_BlockType = Callbacks.m_LastBlock;
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return true;
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}
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};
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Reference in New Issue
Block a user