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authorpeterbell10 <peterbell10@live.co.uk>2017-07-07 16:37:53 +0200
committerLukas Pioch <lukas@zgow.de>2017-07-07 16:37:53 +0200
commitbbf5bec817c6c9824155c15d34806db152d5ed43 (patch)
tree80f9532ae5814da4c168dbf7138ea9a289fc4a8c /src/Blocks/BlockHandler.h
parentAdded bed entity (#3823) (diff)
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-rw-r--r--src/Blocks/BlockHandler.h13
1 files changed, 4 insertions, 9 deletions
diff --git a/src/Blocks/BlockHandler.h b/src/Blocks/BlockHandler.h
index 625def7d8..302fdbc4b 100644
--- a/src/Blocks/BlockHandler.h
+++ b/src/Blocks/BlockHandler.h
@@ -114,16 +114,11 @@ public:
/** Checks if the player can build "inside" this block.
For example blocks placed "on" snow will be placed at the same position. So: Snow ignores Build collision
+ @param a_Pos Position of the block
+ @param a_Player Player trying to build on the block
+ @param a_Meta Meta value of the block currently at a_Pos
*/
- virtual bool DoesIgnoreBuildCollision(void);
-
- /** Similar to DoesIgnoreBuildCollision(void), but is used for cases where block's meta or
- player's item-in-hand is needed to determine collision (thin snow) */
- virtual bool DoesIgnoreBuildCollision(cPlayer *, NIBBLETYPE a_Meta)
- {
- UNUSED(a_Meta);
- return DoesIgnoreBuildCollision();
- }
+ virtual bool DoesIgnoreBuildCollision(cChunkInterface & ChunkInterface, Vector3i a_Pos, cPlayer & a_Player, NIBBLETYPE a_Meta);
/** Returns if this block drops if it gets destroyed by an unsuitable situation.
Default: true */