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-rw-r--r--source/ClientHandle.cpp30
1 files changed, 21 insertions, 9 deletions
diff --git a/source/ClientHandle.cpp b/source/ClientHandle.cpp
index 8ff93ec1b..199f43014 100644
--- a/source/ClientHandle.cpp
+++ b/source/ClientHandle.cpp
@@ -854,19 +854,29 @@ void cClientHandle::HandlePlaceBlock(int a_BlockX, int a_BlockY, int a_BlockZ, c
World->GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, ClickedBlock, ClickedBlockMeta);
- //Special slab handler coding
+ // Special slab handler coding
if (
+ // If clicked face top: is slab there in the "bottom" position?
+ // If clicked face bottom: is the slab there in the "top" position?
+ // This prevents a dblslab forming below if you click the top face of a "top" slab.
(((a_BlockFace == BLOCK_FACE_TOP) && (ClickedBlockMeta == (EquippedBlockDamage & 0x07))) || ((a_BlockFace == BLOCK_FACE_BOTTOM) && (ClickedBlockMeta == (EquippedBlockDamage | 0x08)))) &&
- ((ClickedBlock == E_BLOCK_STONE_SLAB) || (ClickedBlock == E_BLOCK_WOODEN_SLAB)) && //Is clicked a slab?
- ((EquippedBlock == E_BLOCK_STONE_SLAB) || (EquippedBlock == E_BLOCK_WOODEN_SLAB)) && //Is equipped a slab?
- ((ClickedBlockMeta & 0x07) == (EquippedBlockDamage & 0x07)) //Is clicked same type of slab as item in hand?
+
+ // Is clicked a slab? This is a SLAB handler, not stone or something!
+ ((ClickedBlock == E_BLOCK_STONE_SLAB) || (ClickedBlock == E_BLOCK_WOODEN_SLAB)) &&
+
+ // Is equipped a some type of slab?
+ // This prevents a bug where, well, you get a dblslab by placing TNT or something not a slab.
+ ((EquippedBlock == E_BLOCK_STONE_SLAB) || (EquippedBlock == E_BLOCK_WOODEN_SLAB)) &&
+
+ // Is equipped slab type same as the slab in the world? After all, we can't combine different slabs!
+ ((ClickedBlockMeta & 0x07) == (EquippedBlockDamage & 0x07))
)
{
- //Don't move the coordinates
+ // Coordinates at CLICKED block, don't move them anywhere
}
else
{
- //Check if the block ignores build collision (water, grass etc.):
+ // Check if the block ignores build collision (water, grass etc.):
cBlockHandler * Handler = cBlockHandler::GetBlockHandler(ClickedBlock);
if (Handler->DoesIgnoreBuildCollision())
{
@@ -876,8 +886,9 @@ void cClientHandle::HandlePlaceBlock(int a_BlockX, int a_BlockY, int a_BlockZ, c
else
{
AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
- //On side of block, make sure that placement won't be cancelled if there is a slab there
- //No need to combinability checks, client will do that
+
+ // Clicked on side of block, make sure that placement won't be cancelled if there is a slab able to be double slabbed.
+ // No need to do combinability (dblslab) checks, client will do that here.
if ((World->GetBlock(a_BlockX, a_BlockY, a_BlockZ) == E_BLOCK_STONE_SLAB) || (World->GetBlock(a_BlockX, a_BlockY, a_BlockZ) == E_BLOCK_WOODEN_SLAB))
{
//Is a slab, don't do checks and proceed to double-slabbing
@@ -904,7 +915,8 @@ void cClientHandle::HandlePlaceBlock(int a_BlockX, int a_BlockY, int a_BlockZ, c
}
}
}
-
+ // Special slab handler coding end
+
BLOCKTYPE BlockType;
NIBBLETYPE BlockMeta;
if (!a_ItemHandler.GetPlacementBlockTypeMeta(World, m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ, BlockType, BlockMeta))