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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

@@ -745,7 +745,7 @@ void cChunkMap::SendBlockEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cClien
void cChunkMap::UseBlockEntity(cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ)
bool cChunkMap::UseBlockEntity(cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ)
{
// a_Player rclked block entity at the coords specified, handle it
cCSLock Lock(m_CSLayers);
@@ -754,9 +754,9 @@ void cChunkMap::UseBlockEntity(cPlayer * a_Player, int a_BlockX, int a_BlockY, i
cChunkPtr Chunk = GetChunkNoGen(ChunkX, ChunkZ);
if ((Chunk == nullptr) || !Chunk->IsValid())
{
return;
return false;
}
Chunk->UseBlockEntity(a_Player, a_BlockX, a_BlockY, a_BlockZ);
return Chunk->UseBlockEntity(a_Player, a_BlockX, a_BlockY, a_BlockZ);
}