Updated comments for slabs
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@ -685,12 +685,10 @@ void cClientHandle::HandleBlockDigStarted(int a_BlockX, int a_BlockY, int a_Bloc
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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);
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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 = cBlockHandler::GetBlockHandler(World->GetBlock(pX, pY, pZ));
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// 2013_01_05 _X: This looks weird
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// Why do we ask the block "behind" the one being clicked if it is clicked through? Shouldn't we ask the primary block instead?
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if (Handler->IsClickedThrough())
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{
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Handler->OnDigging(World, m_Player, pX, pY, pZ);
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@ -886,7 +884,10 @@ void cClientHandle::HandlePlaceBlock(int a_BlockX, int a_BlockY, int a_BlockZ, c
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)
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)
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{
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// Coordinates at CLICKED block, don't move them anywhere
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// Coordinates at clicked block, which was an eligible slab, and either top or bottom faces were clicked
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// If clicked top face and slab occupies the top voxel, we want a slab to be placed above it (therefore increment Y)
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// Else if clicked bottom face and slab occupies the bottom voxel, decrement Y for the same reason
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// Don't touch coordinates if anything else because a dblslab opportunity is present
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if((ClickedBlockMeta & 0x08) && (a_BlockFace == BLOCK_FACE_TOP))
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{
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++a_BlockY;
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