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Removed leftover clienthandle code

This commit is contained in:
Tiger Wang 2014-03-29 10:25:40 +00:00
parent 519bd0b989
commit aefabfcafa

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@ -933,7 +933,7 @@ void cClientHandle::HandleRightClick(int a_BlockX, int a_BlockY, int a_BlockZ, e
cBlockHandler * BlockHandler = cBlockInfo::GetHandler(BlockType); cBlockHandler * BlockHandler = cBlockInfo::GetHandler(BlockType);
BlockHandler->OnCancelRightClick(ChunkInterface, *World, m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace); BlockHandler->OnCancelRightClick(ChunkInterface, *World, m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
if (a_BlockFace != BLOCK_FACE_NONE) if (a_BlockFace > BLOCK_FACE_NONE)
{ {
AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace); AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
World->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, m_Player); World->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, m_Player);
@ -962,7 +962,7 @@ void cClientHandle::HandleRightClick(int a_BlockX, int a_BlockY, int a_BlockZ, e
); );
// Let's send the current world block to the client, so that it can immediately "let the user know" that they haven't placed the block // Let's send the current world block to the client, so that it can immediately "let the user know" that they haven't placed the block
if (a_BlockFace > -1) if (a_BlockFace > BLOCK_FACE_NONE)
{ {
AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace); AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
World->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, m_Player); World->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, m_Player);
@ -990,7 +990,7 @@ void cClientHandle::HandleRightClick(int a_BlockX, int a_BlockY, int a_BlockZ, e
cItemHandler * ItemHandler = cItemHandler::GetItemHandler(Equipped.m_ItemType); cItemHandler * ItemHandler = cItemHandler::GetItemHandler(Equipped.m_ItemType);
if (ItemHandler->IsPlaceable() && ((a_BlockFace > -1) || (Equipped.m_ItemType == E_BLOCK_LILY_PAD))) if (ItemHandler->IsPlaceable() && (a_BlockFace > BLOCK_FACE_NONE))
{ {
HandlePlaceBlock(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ, *ItemHandler); HandlePlaceBlock(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ, *ItemHandler);
} }
@ -1029,7 +1029,7 @@ void cClientHandle::HandleRightClick(int a_BlockX, int a_BlockY, int a_BlockZ, e
void cClientHandle::HandlePlaceBlock(int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace, int a_CursorX, int a_CursorY, int a_CursorZ, cItemHandler & a_ItemHandler) void cClientHandle::HandlePlaceBlock(int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace, int a_CursorX, int a_CursorY, int a_CursorZ, cItemHandler & a_ItemHandler)
{ {
BLOCKTYPE EquippedBlock = (BLOCKTYPE)(m_Player->GetEquippedItem().m_ItemType); BLOCKTYPE EquippedBlock = (BLOCKTYPE)(m_Player->GetEquippedItem().m_ItemType);
if ((a_BlockFace < 0) && (EquippedBlock != E_BLOCK_LILY_PAD)) if (a_BlockFace < 0)
{ {
// Clicked in air // Clicked in air
return; return;
@ -1087,10 +1087,7 @@ void cClientHandle::HandlePlaceBlock(int a_BlockX, int a_BlockY, int a_BlockZ, e
} }
else else
{ {
if (EquippedBlock != E_BLOCK_LILY_PAD) AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
{
AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
}
if ((a_BlockY < 0) || (a_BlockY >= cChunkDef::Height)) if ((a_BlockY < 0) || (a_BlockY >= cChunkDef::Height))
{ {
@ -1111,7 +1108,6 @@ void cClientHandle::HandlePlaceBlock(int a_BlockX, int a_BlockY, int a_BlockZ, e
else else
{ {
if ( if (
(EquippedBlock != E_BLOCK_LILY_PAD) &&
!BlockHandler(PlaceBlock)->DoesIgnoreBuildCollision() && !BlockHandler(PlaceBlock)->DoesIgnoreBuildCollision() &&
!BlockHandler(PlaceBlock)->DoesIgnoreBuildCollision(m_Player, PlaceMeta) !BlockHandler(PlaceBlock)->DoesIgnoreBuildCollision(m_Player, PlaceMeta)
) )
@ -1144,7 +1140,7 @@ void cClientHandle::HandlePlaceBlock(int a_BlockX, int a_BlockY, int a_BlockZ, e
// The actual block placement: // The actual block placement:
World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, BlockType, BlockMeta); World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, BlockType, BlockMeta);
if (m_Player->GetGameMode() != gmCreative) if (!m_Player->IsGameModeCreative())
{ {
m_Player->GetInventory().RemoveOneEquippedItem(); m_Player->GetInventory().RemoveOneEquippedItem();
} }