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-rw-r--r--src/Items/ItemSign.h44
1 files changed, 27 insertions, 17 deletions
diff --git a/src/Items/ItemSign.h b/src/Items/ItemSign.h
index 21acd81ae..cb9136db1 100644
--- a/src/Items/ItemSign.h
+++ b/src/Items/ItemSign.h
@@ -24,58 +24,68 @@ public:
}
+
+
+
virtual bool OnPlayerPlace(
- cWorld & a_World, cPlayer & a_Player, const cItem & a_EquippedItem,
- int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace,
- int a_CursorX, int a_CursorY, int a_CursorZ
+ cWorld & a_World,
+ cPlayer & a_Player,
+ const cItem & a_EquippedItem,
+ const Vector3i a_ClickedBlockPos,
+ eBlockFace a_ClickedBlockFace,
+ const Vector3i a_CursorPos
) override
{
// Check if placing on something ignoring build collision to edit the correct sign later on:
- BLOCKTYPE ClickedBlock;
+ BLOCKTYPE ClickedBlockType;
NIBBLETYPE ClickedBlockMeta;
- a_World.GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, ClickedBlock, ClickedBlockMeta);
+ a_World.GetBlockTypeMeta(a_ClickedBlockPos, ClickedBlockType, ClickedBlockMeta);
cChunkInterface ChunkInterface(a_World.GetChunkMap());
- bool isReplacingClickedBlock = BlockHandler(ClickedBlock)->DoesIgnoreBuildCollision(ChunkInterface, { a_BlockX, a_BlockY, a_BlockZ }, a_Player, ClickedBlockMeta);
+ bool IsReplacingClickedBlock = BlockHandler(ClickedBlockType)->DoesIgnoreBuildCollision(ChunkInterface, a_ClickedBlockPos, a_Player, ClickedBlockMeta);
// If the regular placement doesn't work, do no further processing:
- if (!Super::OnPlayerPlace(a_World, a_Player, a_EquippedItem, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ))
+ if (!Super::OnPlayerPlace(a_World, a_Player, a_EquippedItem, a_ClickedBlockPos, a_ClickedBlockFace, a_CursorPos))
{
return false;
}
- // Use isReplacingClickedBlock to make sure we will edit the right sign:
- if (!isReplacingClickedBlock)
- {
- AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
- }
+ // Use IsReplacingClickedBlock to make sure we will edit the right sign:
+ auto SignPos = IsReplacingClickedBlock ? a_ClickedBlockPos : AddFaceDirection(a_ClickedBlockPos, a_ClickedBlockFace);
// After successfully placing the sign, open the sign editor for the player:
- a_Player.GetClientHandle()->SendEditSign(a_BlockX, a_BlockY, a_BlockZ);
+ a_Player.GetClientHandle()->SendEditSign(SignPos.x, SignPos.y, SignPos.z);
return true;
}
+
+
+
virtual bool IsPlaceable(void) override
{
return true;
}
+
+
+
virtual bool GetPlacementBlockTypeMeta(
cWorld * a_World, cPlayer * a_Player,
- int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace,
- int a_CursorX, int a_CursorY, int a_CursorZ,
+ const Vector3i a_PlacedBlockPos,
+ eBlockFace a_ClickedBlockFace,
+ const Vector3i a_CursorPos,
BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta
) override
{
- if (a_BlockFace == BLOCK_FACE_TOP)
+ if (a_ClickedBlockFace == BLOCK_FACE_TOP)
{
a_BlockMeta = cBlockSignPostHandler::RotationToMetaData(a_Player->GetYaw());
a_BlockType = E_BLOCK_SIGN_POST;
}
else
{
- a_BlockMeta = cBlockWallSignHandler::DirectionToMetaData(a_BlockFace);
+ a_BlockMeta = cBlockWallSignHandler::BlockFaceToMetaData(a_ClickedBlockFace);
a_BlockType = E_BLOCK_WALLSIGN;
}
return true;