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#pragma once
#include "BlockHandler.h"
class cBlockGravelHandler :
public cBlockHandler
{
public:
cBlockGravelHandler(BLOCKTYPE a_BlockType)
: cBlockHandler(a_BlockType)
{
}
virtual cItems ConvertToPickups(NIBBLETYPE a_BlockMeta, cBlockEntity * a_BlockEntity, const cEntity * a_Digger, const cItem * a_Tool) override
{
// TODO: Handle the Fortune and Silk touch enchantments here
if (GetRandomProvider().RandBool(0.10))
{
return cItem(E_ITEM_FLINT, 1, 0);
}
else
{
return cItem(E_BLOCK_GRAVEL, 1, 0);
}
}
virtual ColourID GetMapBaseColourID(NIBBLETYPE a_Meta) override
{
UNUSED(a_Meta);
return 11;
}
} ;
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