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#pragma once
#include "ItemHandler.h"
#include "../World.h"
class cItemSlabHandler : public cItemHandler
{
public:
cItemSlabHandler(int a_ItemID)
: cItemHandler(a_ItemID)
{
}
virtual bool OnItemUse(cWorld * a_World, cPlayer * a_Player, cItem * a_Item, int a_X, int a_Y, int a_Z, char a_Dir) override
{
BLOCKTYPE Block;
NIBBLETYPE Meta;
a_World->GetBlockTypeMeta(a_X, a_Y, a_Z, Block, Meta);
if (
(a_Dir == 0 || a_Dir == 1) // Only when clicking on top or on bottom of the block
&& (Block == E_BLOCK_WOODEN_SLAB || Block == E_BLOCK_STONE_SLAB) // It is a slab
&& (Block == a_Item->m_ItemID) // Same slab
&& ((Meta & 0x7) == (a_Item->m_ItemHealth & 0x7))) // Same Texture
{
cItem Item(a_Item->m_ItemID, 1);
if (a_Player->GetInventory().RemoveItem(Item))
{
a_World->SetBlock(a_X, a_Y, a_Z, Block - 1, Meta); //Block - 1 simple hack to save one if statement
return true;
}
}
return false;
}
} ;
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