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allow use failures to propagate from the entity/block to the player

This commit is contained in:
Gargaj
2015-12-01 23:12:44 +01:00
parent e7fd308ffa
commit f9008a4860
55 changed files with 120 additions and 77 deletions

View File

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