diff options
Diffstat (limited to '')
-rw-r--r-- | src/Items/ItemBucket.h | 9 |
1 files changed, 5 insertions, 4 deletions
diff --git a/src/Items/ItemBucket.h b/src/Items/ItemBucket.h index 180a363ec..18b7bb46f 100644 --- a/src/Items/ItemBucket.h +++ b/src/Items/ItemBucket.h @@ -196,7 +196,7 @@ public: { } - virtual bool OnNextBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, char a_EntryFace) override + virtual bool OnNextBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, eBlockFace a_EntryFace) override { if (IsBlockWater(a_BlockType) || IsBlockLava(a_BlockType)) { @@ -241,7 +241,7 @@ public: NIBBLETYPE m_ReplacedBlockMeta; eBlockFace m_EntryFace; - virtual bool OnNextBlock(int a_CBBlockX, int a_CBBlockY, int a_CBBlockZ, BLOCKTYPE a_CBBlockType, NIBBLETYPE a_CBBlockMeta, char a_CBEntryFace) override + virtual bool OnNextBlock(int a_CBBlockX, int a_CBBlockY, int a_CBBlockZ, BLOCKTYPE a_CBBlockType, NIBBLETYPE a_CBBlockMeta, eBlockFace a_CBEntryFace) override { if (a_CBBlockType != E_BLOCK_AIR) { @@ -250,7 +250,7 @@ public: m_EntryFace = static_cast<eBlockFace>(a_CBEntryFace); if (!cFluidSimulator::CanWashAway(a_CBBlockType) && !IsBlockLiquid(a_CBBlockType)) { - AddFaceDirection(a_CBBlockX, a_CBBlockY, a_CBBlockZ, static_cast<eBlockFace>(a_CBEntryFace)); // Was an unwashawayable block, can't overwrite it! + AddFaceDirection(a_CBBlockX, a_CBBlockY, a_CBBlockZ, a_CBEntryFace); // Was an unwashawayable block, can't overwrite it! } m_Pos.Set(a_CBBlockX, a_CBBlockY, a_CBBlockZ); // (Block could be washed away, replace it) return true; // Abort tracing @@ -263,7 +263,8 @@ public: Vector3d Start(a_Player->GetEyePosition()); Vector3d End(a_Player->GetEyePosition() + a_Player->GetLookVector() * 5); - // cTracer::Trace returns true when whole line was traversed. By returning true from the callback when we hit something, we ensure that this never happens if liquid could be placed + // cLineBlockTracer::Trace() returns true when whole line was traversed. By returning true from the callback when we hit something, + // we ensure that this never happens if liquid could be placed // Use this to judge whether the position is valid if (!Tracer.Trace(Start.x, Start.y, Start.z, End.x, End.y, End.z)) { |