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Merge pull request #3469 from QuImUfu/patch-1

Added code to handle signs replacing blocks
This commit is contained in:
Mattes D 2016-12-01 17:40:50 +01:00 committed by GitHub
commit 3c9f1a9d31

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