You can spawn boats on water.
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f521cbeb31
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@ -10,6 +10,7 @@
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#pragma once
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#include "../Entities/Boat.h"
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#include "../LineBlockTracer.h"
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@ -30,23 +31,47 @@ public:
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virtual bool OnItemUse(cWorld * a_World, cPlayer * a_Player, const cItem & a_Item, int a_BlockX, int a_BlockY, int a_BlockZ, char a_Dir) override
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{
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if (a_Dir < 0)
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if (a_Dir > 0)
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{
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return false;
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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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Vector3d Pos;
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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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Pos = Vector3d(a_BlockX, a_BlockY, a_BlockZ);
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return true;
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}
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return false;
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}
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} Callbacks;
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double x = (double)a_BlockX + 0.5;
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double y = (double)a_BlockY + 0.5;
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double z = (double)a_BlockZ + 0.5;
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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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cBoat * Boat = NULL;
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Tracer.Trace(Start.x, Start.y, Start.z, End.x, End.y, End.z);
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Boat = new cBoat (x, y, z);
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double x = Callbacks.Pos.x;
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double y = Callbacks.Pos.y;
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double z = Callbacks.Pos.z;
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if (x == 0 && y == 0 && z == 0)
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{
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return false;
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}
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cBoat * Boat = new cBoat(x, y + 1, z);
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Boat->Initialize(a_World);
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return true;
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}
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} ;
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