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path: root/source/Blocks/BlockButton.cpp
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#include "Globals.h"
#include "BlockButton.h"





cBlockButtonHandler::cBlockButtonHandler(BLOCKTYPE a_BlockType)
	: cBlockHandler(a_BlockType)
{
}





void cBlockButtonHandler::OnUse(cWorld *a_World, cPlayer *a_Player, int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, int a_CursorX, int a_CursorY, int a_CursorZ)
{
	// Flip the ON bit on/off. Using XOR bitwise operation to turn it on/off.
	NIBBLETYPE Meta = ((a_World->GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) ^ 0x08) & 0x0f);
	a_World->SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, Meta);

	if (Meta & 0x08)
	{
		a_World->BroadcastSoundEffect("random.click", a_BlockX * 8, a_BlockY * 8, a_BlockZ * 8, 0.5f, 0.6f);
	}
	else
	{
		a_World->BroadcastSoundEffect("random.click", a_BlockX * 8, a_BlockY * 8, a_BlockZ * 8, 0.5f, 0.5f);
	}

	// Queue a button reset (unpress), with a GetBlock to prevent duplication of buttons (press, break, wait for reset)
	a_World->QueueSetBlock(a_BlockX, a_BlockY, a_BlockZ, a_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ), ((a_World->GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) ^ 0x08) & 0x0f), m_BlockType == E_BLOCK_STONE_BUTTON ? 20 : 25);
}