function OnPlayerPlacingBlock(Player, BlockX, BlockY, BlockZ, BlockFace, CursorX, CursorY, CursorZ, BlockType) -- dont check if the direction is in the air if (BlockFace == -1) then return false end if( Player:HasPermission("core.build") == false ) then return true end -- TODO: If the placed block is not a block (torch etc.), allow it without checking for collisions local X = BlockX local Y = BlockY local Z = BlockZ X, Y, Z = AddFaceDirection(X, Y, Z, BlockFace) if (Y >= 256 or Y < 0) then return true end local CheckCollision = function(Player) -- drop the decimals, we only care about the full block X,Y,Z local PlayerX = math.floor(Player:GetPosX(), 0) local PlayerY = math.floor(Player:GetPosY(), 0) local PlayerZ = math.floor(Player:GetPosZ(), 0) -- player height is 2 blocks, so we check the position and then offset it up one -- so they can't place a block in anyone's face local collision = false if ((BlockFace == BLOCK_FACE_TOP) and (PlayerY == BlockY - 2) and (PlayerX == BlockX) and (PlayerZ == BlockZ)) then collision = true end if ((BlockFace == BLOCK_FACE_BOTTOM) and (PlayerY == BlockY + 1) and (PlayerX == BlockX) and (PlayerZ == BlockZ)) then collision = true end if ((BlockFace == BLOCK_FACE_NORTH) and (PlayerX == BlockX) and (PlayerZ == BlockZ - 1)) then if ((PlayerY == BlockY) or (PlayerY + 1 == BlockY)) then collision = true end end if ((BlockFace == BLOCK_FACE_SOUTH) and (PlayerX == BlockX) and (PlayerZ == BlockZ + 1)) then if ((PlayerY == BlockY) or (PlayerY + 1 == BlockY)) then collision = true end end if ((BlockFace == BLOCK_FACE_WEST) and (PlayerX == BlockX - 1) and (PlayerZ == BlockZ)) then if ((PlayerY == BlockY) or (PlayerY + 1 == BlockY)) then collision = true end end if ((BlockFace == BLOCK_FACE_EAST) and (PlayerX == BlockX + 1) and (PlayerZ == BlockZ)) then if ((PlayerY == BlockY) or (PlayerY + 1 == BlockY)) then collision = true end end return collision end if (Player:GetWorld():ForEachPlayer(CheckCollision) == false) then return true end return false end