allow use failures to propagate from the entity/block to the player
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@@ -23,9 +23,10 @@ cMobHeadEntity::cMobHeadEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cWorld
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void cMobHeadEntity::UsedBy(cPlayer * a_Player)
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bool cMobHeadEntity::UsedBy(cPlayer * a_Player)
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{
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UNUSED(a_Player);
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return true;
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}
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