allow use failures to propagate from the entity/block to the player
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@@ -81,7 +81,7 @@ private:
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void cBlockBedHandler::OnUse(cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace, int a_CursorX, int a_CursorY, int a_CursorZ)
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bool cBlockBedHandler::OnUse(cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace, int a_CursorX, int a_CursorY, int a_CursorZ)
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{
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if (a_WorldInterface.GetDimension() != dimOverworld)
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{
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@@ -138,6 +138,7 @@ void cBlockBedHandler::OnUse(cChunkInterface & a_ChunkInterface, cWorldInterface
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a_Player->SendMessageFailure("You can only sleep at night");
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}
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}
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return true;
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}
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