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Added comments and fixed a bug

Bug was placing slabs between slabs not making a double slab.
This commit is contained in:
Tiger Wang
2013-08-24 18:46:19 +01:00
parent 8bb2cab993
commit d1cc6d9a9c
2 changed files with 58 additions and 48 deletions

View File

@@ -854,19 +854,29 @@ void cClientHandle::HandlePlaceBlock(int a_BlockX, int a_BlockY, int a_BlockZ, c
World->GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, ClickedBlock, ClickedBlockMeta);
//Special slab handler coding
// Special slab handler coding
if (
// If clicked face top: is slab there in the "bottom" position?
// If clicked face bottom: is the slab there in the "top" position?
// This prevents a dblslab forming below if you click the top face of a "top" slab.
(((a_BlockFace == BLOCK_FACE_TOP) && (ClickedBlockMeta == (EquippedBlockDamage & 0x07))) || ((a_BlockFace == BLOCK_FACE_BOTTOM) && (ClickedBlockMeta == (EquippedBlockDamage | 0x08)))) &&
((ClickedBlock == E_BLOCK_STONE_SLAB) || (ClickedBlock == E_BLOCK_WOODEN_SLAB)) && //Is clicked a slab?
((EquippedBlock == E_BLOCK_STONE_SLAB) || (EquippedBlock == E_BLOCK_WOODEN_SLAB)) && //Is equipped a slab?
((ClickedBlockMeta & 0x07) == (EquippedBlockDamage & 0x07)) //Is clicked same type of slab as item in hand?
// Is clicked a slab? This is a SLAB handler, not stone or something!
((ClickedBlock == E_BLOCK_STONE_SLAB) || (ClickedBlock == E_BLOCK_WOODEN_SLAB)) &&
// Is equipped a some type of slab?
// This prevents a bug where, well, you get a dblslab by placing TNT or something not a slab.
((EquippedBlock == E_BLOCK_STONE_SLAB) || (EquippedBlock == E_BLOCK_WOODEN_SLAB)) &&
// Is equipped slab type same as the slab in the world? After all, we can't combine different slabs!
((ClickedBlockMeta & 0x07) == (EquippedBlockDamage & 0x07))
)
{
//Don't move the coordinates
// Coordinates at CLICKED block, don't move them anywhere
}
else
{
//Check if the block ignores build collision (water, grass etc.):
// Check if the block ignores build collision (water, grass etc.):
cBlockHandler * Handler = cBlockHandler::GetBlockHandler(ClickedBlock);
if (Handler->DoesIgnoreBuildCollision())
{
@@ -876,8 +886,9 @@ void cClientHandle::HandlePlaceBlock(int a_BlockX, int a_BlockY, int a_BlockZ, c
else
{
AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
//On side of block, make sure that placement won't be cancelled if there is a slab there
//No need to combinability checks, client will do that
// Clicked on side of block, make sure that placement won't be cancelled if there is a slab able to be double slabbed.
// No need to do combinability (dblslab) checks, client will do that here.
if ((World->GetBlock(a_BlockX, a_BlockY, a_BlockZ) == E_BLOCK_STONE_SLAB) || (World->GetBlock(a_BlockX, a_BlockY, a_BlockZ) == E_BLOCK_WOODEN_SLAB))
{
//Is a slab, don't do checks and proceed to double-slabbing
@@ -904,7 +915,8 @@ void cClientHandle::HandlePlaceBlock(int a_BlockX, int a_BlockY, int a_BlockZ, c
}
}
}
// Special slab handler coding end
BLOCKTYPE BlockType;
NIBBLETYPE BlockMeta;
if (!a_ItemHandler.GetPlacementBlockTypeMeta(World, m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ, BlockType, BlockMeta))