Pressure plates can be placed on fences and hoppers (#3796)
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ea6660721b
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@ -23,12 +23,31 @@ public:
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virtual bool CanBeAt(cChunkInterface & a_ChunkInterface, int a_RelX, int a_RelY, int a_RelZ, const cChunk & a_Chunk) override
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virtual bool CanBeAt(cChunkInterface & a_ChunkInterface, int a_RelX, int a_RelY, int a_RelZ, const cChunk & a_Chunk) override
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{
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{
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if (a_RelY <= 0)
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if (a_RelY - 1 <= 0)
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{
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{
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return false;
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return false;
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}
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}
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return (cBlockInfo::FullyOccupiesVoxel(a_Chunk.GetBlock(a_RelX, a_RelY - 1, a_RelZ)));
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// TODO: check if the block is upside-down slab or upside-down stairs
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BLOCKTYPE Block = a_Chunk.GetBlock(a_RelX, a_RelY - 1, a_RelZ);
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switch (Block)
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{
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case E_BLOCK_ACACIA_FENCE:
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case E_BLOCK_BIRCH_FENCE:
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case E_BLOCK_DARK_OAK_FENCE:
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case E_BLOCK_FENCE:
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case E_BLOCK_HOPPER:
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case E_BLOCK_JUNGLE_FENCE:
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case E_BLOCK_NETHER_BRICK_FENCE:
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case E_BLOCK_SPRUCE_FENCE:
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{
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return true;
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}
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default:
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{
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return (!cBlockInfo::IsTransparent(Block));
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}
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}
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}
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}
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virtual ColourID GetMapBaseColourID(NIBBLETYPE a_Meta) override
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virtual ColourID GetMapBaseColourID(NIBBLETYPE a_Meta) override
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