cBlockHandler: take player by ref
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@@ -362,7 +362,7 @@ bool cItemHandler::OnPlayerPlace(
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// Check if the block ignores build collision (water, grass etc.):
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if (BlockHandler(ClickedBlock)->DoesIgnoreBuildCollision(ChunkInterface, { a_BlockX, a_BlockY, a_BlockZ }, a_Player, ClickedBlockMeta))
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{
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BlockHandler(ClickedBlock)->OnDestroyedByPlayer(ChunkInterface, a_World, &a_Player, a_BlockX, a_BlockY, a_BlockZ);
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BlockHandler(ClickedBlock)->OnDestroyedByPlayer(ChunkInterface, a_World, a_Player, a_BlockX, a_BlockY, a_BlockZ);
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}
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else
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{
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@@ -815,7 +815,7 @@ bool cItemHandler::GetPlacementBlockTypeMeta(
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cBlockHandler * BlockH = BlockHandler(static_cast<BLOCKTYPE>(m_ItemType));
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cChunkInterface ChunkInterface(a_World->GetChunkMap());
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return BlockH->GetPlacementBlockTypeMeta(
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ChunkInterface, a_Player,
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ChunkInterface, *a_Player,
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a_BlockX, a_BlockY, a_BlockZ, a_BlockFace,
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a_CursorX, a_CursorY, a_CursorZ,
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a_BlockType, a_BlockMeta
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