allow use failures to propagate from the entity/block to the player
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@@ -45,7 +45,7 @@ void cChestEntity::SendTo(cClientHandle & a_Client)
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void cChestEntity::UsedBy(cPlayer * a_Player)
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bool cChestEntity::UsedBy(cPlayer * a_Player)
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{
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// If the window is not created, open it anew:
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cWindow * Window = GetWindow();
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@@ -71,6 +71,7 @@ void cChestEntity::UsedBy(cPlayer * a_Player)
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int ChunkX, ChunkZ;
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cChunkDef::BlockToChunk(m_PosX, m_PosZ, ChunkX, ChunkZ);
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m_World->MarkChunkDirty(ChunkX, ChunkZ, true);
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return true;
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}
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