#pragma once
#include "BlockHandler.h"
#include "../Player.h"
#include "../TNTEntity.h"
class cBlockTNTHandler : public cBlockHandler
{
public:
cBlockTNTHandler(BLOCKTYPE a_BlockType)
: cBlockHandler(a_BlockType)
{
}
virtual void 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) override
{
if (a_Player->GetEquippedWeapon().m_ItemType == E_ITEM_FLINT_AND_STEEL)
{
a_World->BroadcastSoundEffect("random.fuse", a_BlockX * 8, a_BlockY * 8, a_BlockZ * 8, 0.5f, 0.6f);
cTNTEntity *TNT = new cTNTEntity(a_BlockX,a_BlockY,a_BlockZ,4); //4 seconds to boom
TNT->Initialize(a_World);
a_World->SetBlock(a_BlockX,a_BlockY,a_BlockZ, E_BLOCK_AIR, 0);
}
}
virtual bool IsUseable() override
{
return true;
}
};