a62b2b1be2
* Move item placement into item handlers + Add appropriate CanBeAt checks in cPlayer::PlaceBlocks, into which all placement handlers call. * Partly addresses #5157 * Fixes #4878 * Fixes #2919 * Fixes #4629 * Fixes #4239 * Fixes #4849 Co-authored-by: changyong guo <guo1487@163.com> Co-authored-by: Xotheus <shady3300@outlook.com> Co-authored-by: Krist Pregracke <krist@tiger-scm.com> * Review fixes * Update APIDesc.lua * Rename Co-authored-by: changyong guo <guo1487@163.com> Co-authored-by: Xotheus <shady3300@outlook.com> Co-authored-by: Krist Pregracke <krist@tiger-scm.com>
42 lines
796 B
C++
42 lines
796 B
C++
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#pragma once
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#include "ItemHandler.h"
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class cItemSnowHandler :
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public cItemHandler
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{
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using Super = cItemHandler;
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public:
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using Super::Super;
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private:
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virtual bool CommitPlacement(cPlayer & a_Player, const cItem & a_HeldItem, const Vector3i a_PlacePosition, const eBlockFace a_ClickedBlockFace, const Vector3i a_CursorPosition) override
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{
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BLOCKTYPE Block;
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NIBBLETYPE Meta;
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a_Player.GetWorld()->GetBlockTypeMeta(a_PlacePosition, Block, Meta);
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// Check if incrementing existing snow height:
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if (Block == E_BLOCK_SNOW)
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{
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ASSERT(Meta < 7); // BlockSnow.h ensures that if we replace a snow layer, it won't be at max height.
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Meta++;
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}
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else
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{
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// First time placement:
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Meta = 0;
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}
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return a_Player.PlaceBlock(a_PlacePosition, E_BLOCK_SNOW, Meta);
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}
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};
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