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