Continue with placement when using iron doors
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@ -75,11 +75,13 @@ bool cBlockDoorHandler::OnUse(
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a_Player.GetWorld()->BroadcastSoundParticleEffect(EffectID::SFX_RANDOM_WOODEN_DOOR_OPEN, a_BlockPos, 0, a_Player.GetClientHandle());
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a_Player.GetWorld()->BroadcastSoundParticleEffect(EffectID::SFX_RANDOM_WOODEN_DOOR_OPEN, a_BlockPos, 0, a_Player.GetClientHandle());
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break;
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break;
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}
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}
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// Prevent iron door from opening on player click
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case E_BLOCK_IRON_DOOR:
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case E_BLOCK_IRON_DOOR:
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{
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{
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// Prevent iron door from opening on player click (#2415):
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OnCancelRightClick(a_ChunkInterface, a_WorldInterface, a_Player, a_BlockPos, a_BlockFace);
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OnCancelRightClick(a_ChunkInterface, a_WorldInterface, a_Player, a_BlockPos, a_BlockFace);
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break;
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// Allow placement actions to instead take place:
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return false;
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}
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}
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}
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}
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