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-rw-r--r--src/Blocks/BlockTorch.h16
1 files changed, 8 insertions, 8 deletions
diff --git a/src/Blocks/BlockTorch.h b/src/Blocks/BlockTorch.h
index 437449820..c3b25c899 100644
--- a/src/Blocks/BlockTorch.h
+++ b/src/Blocks/BlockTorch.h
@@ -1,7 +1,7 @@
#pragma once
#include "BlockHandler.h"
-#include "../World.h"
+#include "../Chunk.h"
@@ -18,7 +18,7 @@ public:
virtual bool GetPlacementBlockTypeMeta(
- cWorld * a_World, cPlayer * a_Player,
+ cChunkInterface & a_ChunkInterface, cPlayer * a_Player,
int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace,
int a_CursorX, int a_CursorY, int a_CursorZ,
BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta
@@ -28,7 +28,7 @@ public:
if ((a_BlockFace == BLOCK_FACE_TOP) || (a_BlockFace == BLOCK_FACE_BOTTOM))
{
- a_BlockFace = FindSuitableFace(a_World, a_BlockX, a_BlockY, a_BlockZ); // Top or bottom faces clicked, find a suitable face
+ a_BlockFace = FindSuitableFace(a_ChunkInterface, a_BlockX, a_BlockY, a_BlockZ); // Top or bottom faces clicked, find a suitable face
if (a_BlockFace == BLOCK_FACE_NONE)
{
// Client wouldn't have sent anything anyway, but whatever
@@ -39,11 +39,11 @@ public:
{
// Not top or bottom faces, try to preserve whatever face was clicked
AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, true); // Set to clicked block
- if (!CanBePlacedOn(a_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ), a_BlockFace))
+ if (!CanBePlacedOn(a_ChunkInterface.GetBlock(a_BlockX, a_BlockY, a_BlockZ), a_BlockFace))
{
AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, false); // Reset to torch block
// Torch couldn't be placed on whatever face was clicked, last ditch resort - find another face
- a_BlockFace = FindSuitableFace(a_World, a_BlockX, a_BlockY, a_BlockZ);
+ a_BlockFace = FindSuitableFace(a_ChunkInterface, a_BlockX, a_BlockY, a_BlockZ);
if (a_BlockFace == BLOCK_FACE_NONE)
{
return false;
@@ -111,12 +111,12 @@ public:
/// Finds a suitable face to place the torch, returning BLOCK_FACE_NONE on failure
- static char FindSuitableFace(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ)
+ static char FindSuitableFace(cChunkInterface & a_ChunkInterface, int a_BlockX, int a_BlockY, int a_BlockZ)
{
for (int i = BLOCK_FACE_YM; i <= BLOCK_FACE_XP; i++) // Loop through all directions
{
AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, i, true);
- BLOCKTYPE BlockInQuestion = a_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ);
+ BLOCKTYPE BlockInQuestion = a_ChunkInterface.GetBlock(a_BlockX, a_BlockY, a_BlockZ);
if ( // If on a block that can only hold a torch if torch is standing on it, return that face
((BlockInQuestion == E_BLOCK_GLASS) ||
@@ -143,7 +143,7 @@ public:
}
- virtual bool CanBeAt(int a_RelX, int a_RelY, int a_RelZ, const cChunk & a_Chunk) override
+ virtual bool CanBeAt(cChunkInterface & a_ChunkInterface, int a_RelX, int a_RelY, int a_RelZ, const cChunk & a_Chunk) override
{
char Face = MetaDataToDirection(a_Chunk.GetMeta(a_RelX, a_RelY, a_RelZ));