diff options
author | Alexander Harkness <bearbin@gmail.com> | 2013-07-27 17:15:29 +0200 |
---|---|---|
committer | Alexander Harkness <bearbin@gmail.com> | 2013-07-27 17:15:29 +0200 |
commit | aa6445042163366b225cf65f6ce7186377f2faf6 (patch) | |
tree | 1593ac9b849f3416aafa70c440694200c62e6b2c /MCServer/Plugins/Core/onplayerplacingblock.lua | |
parent | Merge pull request #3 from mc-server/git-transition (diff) | |
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Diffstat (limited to 'MCServer/Plugins/Core/onplayerplacingblock.lua')
-rw-r--r-- | MCServer/Plugins/Core/onplayerplacingblock.lua | 63 |
1 files changed, 0 insertions, 63 deletions
diff --git a/MCServer/Plugins/Core/onplayerplacingblock.lua b/MCServer/Plugins/Core/onplayerplacingblock.lua deleted file mode 100644 index be2fd64d3..000000000 --- a/MCServer/Plugins/Core/onplayerplacingblock.lua +++ /dev/null @@ -1,63 +0,0 @@ -function OnPlayerPlacingBlock(Player, BlockX, BlockY, BlockZ, BlockFace, CursorX, CursorY, CursorZ, BlockType)
-
- -- dont check if the direction is in the air
- if (BlockFace == -1) then
- return false
- end
-
- if( Player:HasPermission("core.build") == false ) then
- return true
- end
-
- -- TODO: If the placed block is not a block (torch etc.), allow it without checking for collisions
-
- local X = BlockX
- local Y = BlockY
- local Z = BlockZ
- X, Y, Z = AddFaceDirection(X, Y, Z, BlockFace)
- if (Y >= 256 or Y < 0) then
- return true
- end
-
- local CheckCollision = function(Player)
- -- drop the decimals, we only care about the full block X,Y,Z
- local PlayerX = math.floor(Player:GetPosX(), 0)
- local PlayerY = math.floor(Player:GetPosY(), 0)
- local PlayerZ = math.floor(Player:GetPosZ(), 0)
-
- -- player height is 2 blocks, so we check the position and then offset it up one
- -- so they can't place a block in anyone's face
-
- local collision = false
- if ((BlockFace == BLOCK_FACE_TOP) and (PlayerY == BlockY - 2) and (PlayerX == BlockX) and (PlayerZ == BlockZ)) then
- collision = true
- end
-
- if ((BlockFace == BLOCK_FACE_BOTTOM) and (PlayerY == BlockY + 1) and (PlayerX == BlockX) and (PlayerZ == BlockZ)) then
- collision = true
- end
-
- if ((BlockFace == BLOCK_FACE_NORTH) and (PlayerX == BlockX) and (PlayerZ == BlockZ - 1)) then
- if ((PlayerY == BlockY) or (PlayerY + 1 == BlockY)) then collision = true end
- end
-
- if ((BlockFace == BLOCK_FACE_SOUTH) and (PlayerX == BlockX) and (PlayerZ == BlockZ + 1)) then
- if ((PlayerY == BlockY) or (PlayerY + 1 == BlockY)) then collision = true end
- end
-
- if ((BlockFace == BLOCK_FACE_WEST) and (PlayerX == BlockX - 1) and (PlayerZ == BlockZ)) then
- if ((PlayerY == BlockY) or (PlayerY + 1 == BlockY)) then collision = true end
- end
-
- if ((BlockFace == BLOCK_FACE_EAST) and (PlayerX == BlockX + 1) and (PlayerZ == BlockZ)) then
- if ((PlayerY == BlockY) or (PlayerY + 1 == BlockY)) then collision = true end
- end
-
- return collision
- end
-
- if (Player:GetWorld():ForEachPlayer(CheckCollision) == false) then
- return true
- end
- return false
-end
\ No newline at end of file |