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#pragma once
#include "ItemHandler.h"
#include "../World.h"
class cItemSlabHandler : public cItemHandler
{
public:
cItemSlabHandler(int a_ItemType)
: cItemHandler(a_ItemType)
{
}
virtual bool OnItemUse(cWorld * a_World, cPlayer * a_Player, const cItem & a_Item, int a_BlockX, int a_BlockY, int a_BlockZ, char a_Dir) override
{
BLOCKTYPE Block;
NIBBLETYPE Meta;
a_World->GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, 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_ItemType) // Same slab
&& ((Meta & 0x7) == (a_Item.m_ItemDamage & 0x7))) // Same Texture
{
if (a_Player->GetGameMode() == eGameMode_Creative)
{
a_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, Block - 1, Meta); // Block - 1 simple hack to save one if statement
return true;
}
else
{
if (a_Player->GetInventory().RemoveOneEquippedItem())
{
a_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, Block - 1, Meta); // Block - 1 simple hack to save one if statement
return true;
}
}
}
return false;
}
} ;
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