cBlockHandler: take player by ref
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@@ -43,7 +43,7 @@ void cBlockDoorHandler::OnDestroyed(cChunkInterface & a_ChunkInterface, cWorldIn
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bool cBlockDoorHandler::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)
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bool cBlockDoorHandler::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)
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{
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UNUSED(a_WorldInterface);
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UNUSED(a_BlockFace);
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@@ -65,7 +65,7 @@ bool cBlockDoorHandler::OnUse(cChunkInterface & a_ChunkInterface, cWorldInterfac
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case E_BLOCK_OAK_DOOR:
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{
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ChangeDoor(a_ChunkInterface, a_BlockX, a_BlockY, a_BlockZ);
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a_Player->GetWorld()->BroadcastSoundParticleEffect(EffectID::SFX_RANDOM_WOODEN_DOOR_OPEN, a_BlockX, a_BlockY, a_BlockZ, 0, a_Player->GetClientHandle());
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a_Player.GetWorld()->BroadcastSoundParticleEffect(EffectID::SFX_RANDOM_WOODEN_DOOR_OPEN, a_BlockX, a_BlockY, a_BlockZ, 0, a_Player.GetClientHandle());
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break;
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}
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// Prevent iron door from opening on player click
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@@ -83,22 +83,22 @@ bool cBlockDoorHandler::OnUse(cChunkInterface & a_ChunkInterface, cWorldInterfac
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void cBlockDoorHandler::OnCancelRightClick(cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace)
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void cBlockDoorHandler::OnCancelRightClick(cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, cPlayer & a_Player, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace)
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{
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UNUSED(a_ChunkInterface);
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a_WorldInterface.SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, *a_Player);
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a_WorldInterface.SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, a_Player);
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NIBBLETYPE Meta = a_ChunkInterface.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);
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if (Meta & 0x8)
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{
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// Current block is top of the door
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a_WorldInterface.SendBlockTo(a_BlockX, a_BlockY - 1, a_BlockZ, *a_Player);
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a_WorldInterface.SendBlockTo(a_BlockX, a_BlockY - 1, a_BlockZ, a_Player);
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}
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else
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{
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// Current block is bottom of the door
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a_WorldInterface.SendBlockTo(a_BlockX, a_BlockY + 1, a_BlockZ, *a_Player);
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a_WorldInterface.SendBlockTo(a_BlockX, a_BlockY + 1, a_BlockZ, a_Player);
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}
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}
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