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Added wood directions

+ Added wood directions
This commit is contained in:
Tiger Wang 2013-09-17 20:59:36 +01:00
parent f2b7b220a4
commit a3a3a6ebe6

View File

@ -15,6 +15,51 @@ public:
{
}
virtual bool GetPlacementBlockTypeMeta(
cWorld * a_World, cPlayer * a_Player,
int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace,
int a_CursorX, int a_CursorY, int a_CursorZ,
BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta
) override
{
a_BlockType = m_BlockType;
NIBBLETYPE Meta = a_Player->GetEquippedItem().m_ItemDamage;
a_BlockMeta = BlockFaceToMetaData(a_BlockFace, Meta);
return true;
}
inline static NIBBLETYPE BlockFaceToMetaData(char a_BlockFace, NIBBLETYPE a_WoodMeta)
{
switch (a_BlockFace)
{
case BLOCK_FACE_YM:
case BLOCK_FACE_YP:
{
return a_WoodMeta; // Top or bottom, just return original
}
case BLOCK_FACE_ZP:
case BLOCK_FACE_ZM:
{
return a_WoodMeta | 0x8; // North or south
}
case BLOCK_FACE_XP:
case BLOCK_FACE_XM:
{
return a_WoodMeta | 0x4; // East or west
}
default:
{
ASSERT(!"Unhandled block face!");
return a_WoodMeta | 0xC; // No idea, give a special meta (all sides bark)
}
}
}
virtual const char * GetStepSound(void) override
{