allow use failures to propagate from the entity/block to the player
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@@ -51,7 +51,7 @@ cBrewingstandEntity::~cBrewingstandEntity()
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void cBrewingstandEntity::UsedBy(cPlayer * a_Player)
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bool cBrewingstandEntity::UsedBy(cPlayer * a_Player)
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{
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cWindow * Window = GetWindow();
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if (Window == nullptr)
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@@ -76,6 +76,7 @@ void cBrewingstandEntity::UsedBy(cPlayer * a_Player)
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{
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BroadcastProgress(0, 0);
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}
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return true;
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}
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