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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

@@ -81,7 +81,7 @@ private:
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)
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)
{
if (a_WorldInterface.GetDimension() != dimOverworld)
{
@@ -138,6 +138,7 @@ void cBlockBedHandler::OnUse(cChunkInterface & a_ChunkInterface, cWorldInterface
a_Player->SendMessageFailure("You can only sleep at night");
}
}
return true;
}