Merge pull request #3469 from QuImUfu/patch-1
Added code to handle signs replacing blocks
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commit
3c9f1a9d31
@ -28,14 +28,25 @@ public:
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int a_CursorX, int a_CursorY, int a_CursorZ
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int a_CursorX, int a_CursorY, int a_CursorZ
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) override
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) override
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{
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{
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// Check if placing on something ignoring build collision to edit the correct sign later on:
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BLOCKTYPE ClickedBlock;
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NIBBLETYPE ClickedBlockMeta;
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a_World.GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, ClickedBlock, ClickedBlockMeta);
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bool isReplacingClickedBlock = BlockHandler(ClickedBlock)->DoesIgnoreBuildCollision() || BlockHandler(ClickedBlock)->DoesIgnoreBuildCollision(&a_Player, ClickedBlockMeta);
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// If the regular placement doesn't work, do no further processing:
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// If the regular placement doesn't work, do no further processing:
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if (!super::OnPlayerPlace(a_World, a_Player, a_EquippedItem, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ))
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if (!super::OnPlayerPlace(a_World, a_Player, a_EquippedItem, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ))
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{
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{
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return false;
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return false;
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}
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}
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// After successfully placing the sign, open the sign editor for the player:
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// Use isReplacingClickedBlock to make sure we will edit the right sign:
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if (!isReplacingClickedBlock)
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{
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AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
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AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
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}
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// After successfully placing the sign, open the sign editor for the player:
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a_Player.GetClientHandle()->SendEditSign(a_BlockX, a_BlockY, a_BlockZ);
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a_Player.GetClientHandle()->SendEditSign(a_BlockX, a_BlockY, a_BlockZ);
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return true;
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return true;
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}
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}
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