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#pragma once
#include "BlockHandler.h"
class cBlockQuartzHandler : public cBlockHandler
{
public:
cBlockQuartzHandler(BLOCKTYPE a_BlockType)
: cBlockHandler(a_BlockType)
{
}
virtual bool GetPlacementBlockTypeMeta(
cChunkInterface & a_ChunkInterface, cPlayer * a_Player,
int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace,
int a_CursorX, int a_CursorY, int a_CursorZ,
BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta
) override
{
a_BlockType = m_BlockType;
NIBBLETYPE Meta = (NIBBLETYPE)(a_Player->GetEquippedItem().m_ItemDamage);
if (Meta != E_META_QUARTZ_PILLAR) // Check if the block is a pillar block.
{
a_BlockMeta = Meta;
return true;
}
a_BlockMeta = BlockFaceToMetaData(a_BlockFace, Meta);
return true;
}
inline static NIBBLETYPE BlockFaceToMetaData(eBlockFace a_BlockFace, NIBBLETYPE a_QuartzMeta)
{
switch (a_BlockFace)
{
case BLOCK_FACE_YM:
case BLOCK_FACE_YP:
{
return a_QuartzMeta; // Top or bottom, just return original
}
case BLOCK_FACE_ZP:
case BLOCK_FACE_ZM:
{
return 0x4; // North or south
}
case BLOCK_FACE_XP:
case BLOCK_FACE_XM:
{
return 0x3; // East or west
}
default:
{
ASSERT(!"Unhandled block face!");
return a_QuartzMeta; // No idea, give a special meta (all sides the same)
}
}
}
} ;
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