Fix fire break.
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e7a7c45c36
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@ -36,8 +36,8 @@ public:
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- Loop through boundary variables, and fill with portal blocks based on Dir with meta from Dir
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- Loop through boundary variables, and fill with portal blocks based on Dir with meta from Dir
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*/
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*/
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a_BlockY--; // Because we want the block below the fire
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// a_BlockY - 1: Because we want the block below the fire
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FindAndSetPortalFrame(a_BlockX, a_BlockY, a_BlockZ, a_ChunkInterface, a_WorldInterface);
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FindAndSetPortalFrame(a_BlockX, a_BlockY - 1, a_BlockZ, a_ChunkInterface, a_WorldInterface);
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}
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}
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virtual void OnDigging(cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ) override
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virtual void OnDigging(cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ) override
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@ -954,6 +954,23 @@ void cClientHandle::HandleBlockDigStarted(int a_BlockX, int a_BlockY, int a_Bloc
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m_LastDigBlockY = a_BlockY;
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m_LastDigBlockY = a_BlockY;
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m_LastDigBlockZ = a_BlockZ;
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m_LastDigBlockZ = a_BlockZ;
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if (a_BlockFace != BLOCK_FACE_NONE)
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{
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int pX = a_BlockX;
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int pY = a_BlockY;
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int pZ = a_BlockZ;
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AddFaceDirection(pX, pY, pZ, a_BlockFace); // Get the block in front of the clicked coordinates (m_bInverse defaulted to false)
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cBlockHandler * Handler = cBlockInfo::GetHandler(m_Player->GetWorld()->GetBlock(pX, pY, pZ));
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if (Handler->IsClickedThrough())
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{
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cChunkInterface ChunkInterface(m_Player->GetWorld()->GetChunkMap());
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Handler->OnDigging(ChunkInterface, *m_Player->GetWorld(), m_Player, pX, pY, pZ);
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return;
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}
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}
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if (
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if (
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(m_Player->IsGameModeCreative()) || // In creative mode, digging is done immediately
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(m_Player->IsGameModeCreative()) || // In creative mode, digging is done immediately
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cBlockInfo::IsOneHitDig(a_OldBlock) // One-hit blocks get destroyed immediately, too
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cBlockInfo::IsOneHitDig(a_OldBlock) // One-hit blocks get destroyed immediately, too
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@ -980,22 +997,6 @@ void cClientHandle::HandleBlockDigStarted(int a_BlockX, int a_BlockY, int a_Bloc
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cItemHandler * ItemHandler = cItemHandler::GetItemHandler(m_Player->GetEquippedItem());
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cItemHandler * ItemHandler = cItemHandler::GetItemHandler(m_Player->GetEquippedItem());
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ItemHandler->OnDiggingBlock(World, m_Player, m_Player->GetEquippedItem(), a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
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ItemHandler->OnDiggingBlock(World, m_Player, m_Player->GetEquippedItem(), a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
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// Check for clickthrough-blocks:
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if (a_BlockFace != BLOCK_FACE_NONE)
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{
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int pX = a_BlockX;
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int pY = a_BlockY;
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int pZ = a_BlockZ;
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AddFaceDirection(pX, pY, pZ, a_BlockFace); // Get the block in front of the clicked coordinates (m_bInverse defaulted to false)
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Handler = cBlockInfo::GetHandler(World->GetBlock(pX, pY, pZ));
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if (Handler->IsClickedThrough())
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{
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Handler->OnDigging(ChunkInterface, *World, m_Player, pX, pY, pZ);
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}
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}
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}
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}
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