allow use failures to propagate from the entity/block to the player
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@@ -18,10 +18,11 @@ public:
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{
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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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cWindow * Window = new cCraftingWindow(a_BlockX, a_BlockY, a_BlockZ);
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a_Player->OpenWindow(Window);
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return true;
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}
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virtual bool IsUseable(void) override
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