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Added open/close and sound effects for all door types

This commit is contained in:
b33duck 2015-05-15 20:52:08 -07:00
parent a511db78ca
commit ed3c0b771f

View File

@ -50,10 +50,24 @@ void cBlockDoorHandler::OnUse(cChunkInterface & a_ChunkInterface, cWorldInterfac
UNUSED(a_CursorY);
UNUSED(a_CursorZ);
if (a_ChunkInterface.GetBlock(a_BlockX, a_BlockY, a_BlockZ) == E_BLOCK_WOODEN_DOOR)
switch (a_ChunkInterface.GetBlock(a_BlockX, a_BlockY, a_BlockZ))
{
ChangeDoor(a_ChunkInterface, a_BlockX, a_BlockY, a_BlockZ);
a_Player->GetWorld()->BroadcastSoundParticleEffect(1003, a_BlockX, a_BlockY, a_BlockZ, 0, a_Player->GetClientHandle());
default:
{
ASSERT(!"Unhandled door block type");
}
case E_BLOCK_ACACIA_DOOR:
case E_BLOCK_BIRCH_DOOR:
case E_BLOCK_DARK_OAK_DOOR:
case E_BLOCK_JUNGLE_DOOR:
case E_BLOCK_SPRUCE_DOOR:
case E_BLOCK_IRON_DOOR:
case E_BLOCK_WOODEN_DOOR:
{
ChangeDoor(a_ChunkInterface, a_BlockX, a_BlockY, a_BlockZ);
a_Player->GetWorld()->BroadcastSoundParticleEffect(1003, a_BlockX, a_BlockY, a_BlockZ, 0, a_Player->GetClientHandle());
break;
}
}
}