Fixed Bucket Placing
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98950af634
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a11ad977ce
@ -41,7 +41,7 @@ public:
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bool ScoopUpFluid(cWorld * a_World, cPlayer * a_Player, const cItem & a_Item, int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace)
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{
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if (a_BlockFace < 0)
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if (a_BlockFace > 0)
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{
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return false;
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}
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@ -95,18 +95,24 @@ public:
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bool PlaceFluid(cWorld * a_World, cPlayer * a_Player, const cItem & a_Item, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace, BLOCKTYPE a_FluidBlock)
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{
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if (a_BlockFace < 0)
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if (a_BlockFace > 0)
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{
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return false;
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}
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Vector3i BlockPos;
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if (!GetPlaceableBlockFromTrace(a_World, a_Player, BlockPos))
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{
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return false;
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}
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BLOCKTYPE CurrentBlock = a_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ);
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BLOCKTYPE CurrentBlock = a_World->GetBlock(BlockPos);
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bool CanWashAway = cFluidSimulator::CanWashAway(CurrentBlock);
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if (!CanWashAway)
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{
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// The block pointed at cannot be washed away, so put fluid on top of it / on its sides
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AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
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CurrentBlock = a_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ);
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//AddFaceDirection(BlockPos.x, BlockPos.y, BlockPos.z, a_BlockFace);
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CurrentBlock = a_World->GetBlock(BlockPos);
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}
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if (
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!CanWashAway &&
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@ -149,7 +155,7 @@ public:
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}
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}
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a_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, a_FluidBlock, 0);
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a_World->SetBlock(BlockPos.x, BlockPos.y, BlockPos.z, a_FluidBlock, 0);
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return true;
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}
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@ -201,5 +207,50 @@ public:
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BlockPos.Set(Callbacks.m_Pos.x, Callbacks.m_Pos.y, Callbacks.m_Pos.z);
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return true;
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}
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bool GetPlaceableBlockFromTrace(cWorld * a_World, cPlayer * a_Player, Vector3i & BlockPos)
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{
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class cCallbacks :
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public cBlockTracer::cCallbacks
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{
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public:
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Vector3i m_Pos;
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bool m_HasHitLastBlock;
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cCallbacks(void) :
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m_HasHitLastBlock(false)
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{
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}
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virtual bool OnNextBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, char a_EntryFace) override
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{
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if (a_BlockType != E_BLOCK_AIR)
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{
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m_HasHitLastBlock = true;
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return true;
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}
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m_Pos.Set(a_BlockX, a_BlockY, a_BlockZ);
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return false;
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}
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} Callbacks;
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cLineBlockTracer Tracer(*a_World, Callbacks);
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Vector3d Start(a_Player->GetEyePosition() + a_Player->GetLookVector());
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Vector3d End(a_Player->GetEyePosition() + a_Player->GetLookVector() * 5);
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Tracer.Trace(Start.x, Start.y, Start.z, End.x, End.y, End.z);
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if (!Callbacks.m_HasHitLastBlock)
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{
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return false;
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}
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BlockPos.Set(Callbacks.m_Pos.x, Callbacks.m_Pos.y, Callbacks.m_Pos.z);
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return true;
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}
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};
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