1
0

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

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