Comments & new BLOCK_FACE constants
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@ -23,23 +23,26 @@ public:
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{
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{
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if (a_Dir == BLOCK_FACE_NONE)
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if (a_Dir == BLOCK_FACE_NONE)
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{
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{
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// Client sends this if clicked on top or bottom face
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return false;
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return false;
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}
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}
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AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_Dir);
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AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_Dir); // Make sure block that will be occupied is free
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BLOCKTYPE Block = a_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ);
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BLOCKTYPE Block = a_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ);
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AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_Dir, true);
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AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_Dir, true); // We want the clicked block, so go back again
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if (Block == E_BLOCK_AIR)
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if (Block == E_BLOCK_AIR)
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{
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{
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int Dir = 0;
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int Dir = 0;
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// The client uses different values for painting directions and block faces. Our constants are for the block faces, so we convert them here to painting faces
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switch (a_Dir)
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switch (a_Dir)
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{
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{
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case BLOCK_FACE_SOUTH: break;
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case BLOCK_FACE_ZP: break; // Initialised to zero
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case BLOCK_FACE_NORTH: Dir = 2; break;
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case BLOCK_FACE_ZM: Dir = 2; break;
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case BLOCK_FACE_WEST: Dir = 1; break;
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case BLOCK_FACE_XM: Dir = 1; break;
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case BLOCK_FACE_EAST: Dir = 3; break;
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case BLOCK_FACE_XP: Dir = 3; break;
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default: return false;
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default: ASSERT(!"Unhandled block face when trying spawn painting!"); return false;
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}
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}
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static const struct // Define all the possible painting titles
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static const struct // Define all the possible painting titles
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