#pragma once #include "Item.h" #include "../cWorld.h" class cItemSlabHandler : public cItemHandler { public: cItemSlabHandler(int a_ItemID) : cItemHandler(a_ItemID) { } virtual bool OnItemUse(cWorld * a_World, cPlayer * a_Player, cItem * a_Item, int a_X, int a_Y, int a_Z, char a_Dir) override { BLOCKTYPE Block; NIBBLETYPE Meta; a_World->GetBlockTypeMeta(a_X, a_Y, a_Z, 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_ItemID) // Same slab && ((Meta & 0x7) == (a_Item->m_ItemHealth & 0x7))) // Same Texture { cItem Item(a_Item->m_ItemID, 1); if (a_Player->GetInventory().RemoveItem(Item)) { a_World->SetBlock(a_X, a_Y, a_Z, Block - 1, Meta); //Block - 1 simple hack to save one if statement return true; } } return false; } } ;