// BlockCarpet.h // Declares the cBlockCarpetHandler class representing the handler for the carpet block #pragma once class cBlockCarpetHandler : public cBlockHandler { public: cBlockCarpetHandler(BLOCKTYPE a_BlockType); virtual const char * GetStepSound(void) override { return "step.cloth"; } 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; a_BlockMeta = a_Player->GetEquippedItem().m_ItemDamage & 0x0f; return true; } virtual void ConvertToPickups(cItems & a_Pickups, NIBBLETYPE a_BlockMeta) override { a_Pickups.push_back(cItem(E_BLOCK_CARPET, a_BlockMeta)); } virtual bool CanBeAt(int a_RelX, int a_RelY, int a_RelZ, const cChunk & a_Chunk) override { return ((a_RelY > 0) && (a_Chunk.GetBlock(a_RelX, a_RelY - 1, a_RelZ) != E_BLOCK_AIR)); } } ;