commit
5f0a78200b
@ -39,10 +39,15 @@ public:
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int a_CursorX, int a_CursorY, int a_CursorZ
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) override
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{
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// Prepare sound effect
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AString PlaceSound = cBlockInfo::GetPlaceSound(m_ItemType);
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float Volume = 1.0f, Pitch = 0.8f;
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// Special slab handling - placing a slab onto another slab produces a dblslab instead:
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BLOCKTYPE ClickedBlockType;
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NIBBLETYPE ClickedBlockMeta;
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a_World.GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, ClickedBlockType, ClickedBlockMeta);
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// If clicked on a half slab directly
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if (
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(ClickedBlockType == m_ItemType) && // Placing the same slab material
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((ClickedBlockMeta & 0x07) == a_EquippedItem.m_ItemDamage) // Placing the same slab sub-kind (and existing slab is single)
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@ -54,6 +59,7 @@ public:
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((ClickedBlockMeta & 0x08) == 0)
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)
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{
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a_World.BroadcastSoundEffect(PlaceSound, a_BlockX + 0.5, a_BlockY + 0.5, a_BlockZ + 0.5, Volume, Pitch);
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return a_Player.PlaceBlock(a_BlockX, a_BlockY, a_BlockZ, m_DoubleSlabBlockType, ClickedBlockMeta & 0x07);
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}
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@ -63,11 +69,28 @@ public:
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((ClickedBlockMeta & 0x08) != 0)
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)
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{
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a_World.BroadcastSoundEffect(PlaceSound, a_BlockX + 0.5, a_BlockY + 0.5, a_BlockZ + 0.5, Volume, Pitch);
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return a_Player.PlaceBlock(a_BlockX, a_BlockY, a_BlockZ, m_DoubleSlabBlockType, ClickedBlockMeta & 0x07);
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}
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}
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// Checking the type of block that should be placed
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AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
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BLOCKTYPE PlaceBlockType;
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NIBBLETYPE PlaceBlockMeta;
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a_World.GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, PlaceBlockType, PlaceBlockMeta);
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// If it's a slab combine into a doubleslab (means that clicked on side, top or bottom of a block adjacent to a half slab)
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if (
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(PlaceBlockType == m_ItemType) && // Placing the same slab material
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((PlaceBlockMeta & 0x07) == a_EquippedItem.m_ItemDamage) // Placing the same slab sub-kind (and existing slab is single)
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)
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{
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a_World.BroadcastSoundEffect(PlaceSound, a_BlockX + 0.5, a_BlockY + 0.5, a_BlockZ + 0.5, Volume, Pitch);
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return a_Player.PlaceBlock(a_BlockX, a_BlockY, a_BlockZ, m_DoubleSlabBlockType, PlaceBlockMeta & 0x07);
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}
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// The slabs didn't combine, use the default handler to place the slab:
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AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, true);
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bool res = 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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