#pragma once #include "ItemHandler.h" #include "../World.h" class cItemSlabHandler : public cItemHandler { public: cItemSlabHandler(int a_ItemType) : cItemHandler(a_ItemType) { } virtual bool OnItemUse(cWorld * a_World, cPlayer * a_Player, const cItem & a_Item, int a_BlockX, int a_BlockY, int a_BlockZ, char a_Dir) override { BLOCKTYPE Block; NIBBLETYPE Meta; a_World->GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, Block, Meta); if ( ((a_Dir == 0) || (a_Dir == 1)) // Only when clicking on top or on bottom of the block && ((Block == E_BLOCK_WOODEN_SLAB) || (Block == E_BLOCK_STONE_SLAB)) // It is a slab && (Block == a_Item.m_ItemType) // Same slab && ((Meta & 0x7) == (a_Item.m_ItemDamage & 0x7))) // Same Texture { if (a_Player->GetGameMode() == eGameMode_Creative) { a_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, Block - 1, Meta); // Block - 1 simple hack to save one if statement return true; } else { if (a_Player->GetInventory().RemoveOneEquippedItem()) { a_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, Block - 1, Meta); // Block - 1 simple hack to save one if statement return true; } } } return false; } } ;