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-rw-r--r--src/Items/ItemSign.h13
1 files changed, 12 insertions, 1 deletions
diff --git a/src/Items/ItemSign.h b/src/Items/ItemSign.h
index edc358c6e..4c417947d 100644
--- a/src/Items/ItemSign.h
+++ b/src/Items/ItemSign.h
@@ -28,14 +28,25 @@ public:
int a_CursorX, int a_CursorY, int a_CursorZ
) override
{
+ // Check if placing on something ignoring build collision to edit the correct sign later on:
+ BLOCKTYPE ClickedBlock;
+ NIBBLETYPE ClickedBlockMeta;
+ a_World.GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, ClickedBlock, ClickedBlockMeta);
+ bool isReplacingClickedBlock = BlockHandler(ClickedBlock)->DoesIgnoreBuildCollision() || BlockHandler(ClickedBlock)->DoesIgnoreBuildCollision(&a_Player, ClickedBlockMeta);
+
// If the regular placement doesn't work, do no further processing:
if (!super::OnPlayerPlace(a_World, a_Player, a_EquippedItem, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ))
{
return false;
}
+ // Use isReplacingClickedBlock to make sure we will edit the right sign:
+ if (!isReplacingClickedBlock)
+ {
+ AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
+ }
+
// After successfully placing the sign, open the sign editor for the player:
- AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
a_Player.GetClientHandle()->SendEditSign(a_BlockX, a_BlockY, a_BlockZ);
return true;
}