allow use failures to propagate from the entity/block to the player
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@@ -39,7 +39,9 @@ public:
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void FastSetBlock(const Vector3i & a_Pos, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta);
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void UseBlockEntity(cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ);
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/** Use block entity on coordinate.
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returns true if the use was successful, return false to use the block as a "normal" block */
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bool UseBlockEntity(cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ);
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virtual bool ForEachChunkInRect(int a_MinChunkX, int a_MaxChunkX, int a_MinChunkZ, int a_MaxChunkZ, cChunkDataCallback & a_Callback) override;
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