cBlockHandler: take player by ref
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@@ -24,23 +24,23 @@ public:
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a_Pickups.push_back(cItem(E_BLOCK_ANVIL, 1, a_BlockMeta >> 2));
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}
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virtual bool OnUse(cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace, int a_CursorX, int a_CursorY, int a_CursorZ) override
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virtual bool OnUse(cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, cPlayer & a_Player, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace, int a_CursorX, int a_CursorY, int a_CursorZ) override
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{
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cWindow * Window = new cAnvilWindow(a_BlockX, a_BlockY, a_BlockZ);
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a_Player->OpenWindow(*Window);
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a_Player.OpenWindow(*Window);
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return true;
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}
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virtual bool GetPlacementBlockTypeMeta(
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cChunkInterface & a_ChunkInterface, cPlayer * a_Player,
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cChunkInterface & a_ChunkInterface, cPlayer & a_Player,
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int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace,
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int a_CursorX, int a_CursorY, int a_CursorZ,
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BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta
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) override
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{
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a_BlockType = m_BlockType;
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NIBBLETYPE Meta = static_cast<NIBBLETYPE>(a_Player->GetEquippedItem().m_ItemDamage);
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int Direction = static_cast<int>(floor(a_Player->GetYaw() * 4.0 / 360.0 + 1.5)) & 0x3;
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NIBBLETYPE Meta = static_cast<NIBBLETYPE>(a_Player.GetEquippedItem().m_ItemDamage);
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int Direction = static_cast<int>(floor(a_Player.GetYaw() * 4.0 / 360.0 + 1.5)) & 0x3;
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switch (Direction)
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{
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