allow use failures to propagate from the entity/block to the player
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+3
-2
@@ -100,8 +100,9 @@ public:
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/** Sends the block entity, if it is at the coords specified, to a_Client */
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void SendBlockEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cClientHandle & a_Client);
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/** a_Player rclked block entity at the coords specified, handle it */
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void UseBlockEntity(cPlayer * a_Player, int a_X, int a_Y, int a_Z);
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/** a_Player rclked block entity at the coords specified, handle it
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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_X, int a_Y, int a_Z);
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/** Calls the callback for the chunk specified, with ChunkMapCS locked; returns false if the chunk doesn't exist, otherwise returns the same value as the callback */
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bool DoWithChunk(int a_ChunkX, int a_ChunkZ, cChunkCallback & a_Callback);
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