allow use failures to propagate from the entity/block to the player

This commit is contained in:
Gargaj
2015-12-13 13:27:38 +01:00
parent e7fd308ffa
commit f9008a4860
55 changed files with 120 additions and 77 deletions
+3 -2
View File
@@ -100,8 +100,9 @@ public:
/** Sends the block entity, if it is at the coords specified, to a_Client */
void SendBlockEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cClientHandle & a_Client);
/** a_Player rclked block entity at the coords specified, handle it */
void UseBlockEntity(cPlayer * a_Player, int a_X, int a_Y, int a_Z);
/** a_Player rclked block entity at the coords specified, handle it
returns true if the use was successful, return false to use the block as a "normal" block */
bool UseBlockEntity(cPlayer * a_Player, int a_X, int a_Y, int a_Z);
/** 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 */
bool DoWithChunk(int a_ChunkX, int a_ChunkZ, cChunkCallback & a_Callback);