allow use failures to propagate from the entity/block to the player
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@@ -19,9 +19,9 @@ public:
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}
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virtual void 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) override
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virtual bool 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) override
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{
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a_ChunkInterface.UseBlockEntity(a_Player, a_BlockX, a_BlockY, a_BlockZ);
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return a_ChunkInterface.UseBlockEntity(a_Player, a_BlockX, a_BlockY, a_BlockZ);
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}
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