allow use failures to propagate from the entity/block to the player
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@@ -29,10 +29,11 @@ cCommandBlockEntity::cCommandBlockEntity(int a_X, int a_Y, int a_Z, cWorld * a_W
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void cCommandBlockEntity::UsedBy(cPlayer * a_Player)
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bool cCommandBlockEntity::UsedBy(cPlayer * a_Player)
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{
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// Nothing to do
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UNUSED(a_Player);
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return true;
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}
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