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-rw-r--r--src/Blocks/BlockRedstone.h2
-rw-r--r--src/Blocks/BlockTorch.h6
2 files changed, 4 insertions, 4 deletions
diff --git a/src/Blocks/BlockRedstone.h b/src/Blocks/BlockRedstone.h
index 1bd9995f2..5ffb77fb6 100644
--- a/src/Blocks/BlockRedstone.h
+++ b/src/Blocks/BlockRedstone.h
@@ -20,7 +20,7 @@ public:
virtual bool CanBeAt(int a_RelX, int a_RelY, int a_RelZ, const cChunk & a_Chunk) override
{
- return ((a_RelY > 0) && g_BlockIsTorchPlaceable[a_Chunk.GetBlock(a_RelX, a_RelY - 1, a_RelZ)]);
+ return ((a_RelY > 0) && g_BlockFullyOccupiesVoxel[a_Chunk.GetBlock(a_RelX, a_RelY - 1, a_RelZ)]);
}
diff --git a/src/Blocks/BlockTorch.h b/src/Blocks/BlockTorch.h
index 9e543dfd7..faba9c4f5 100644
--- a/src/Blocks/BlockTorch.h
+++ b/src/Blocks/BlockTorch.h
@@ -98,7 +98,7 @@ public:
static bool CanBePlacedOn(BLOCKTYPE a_BlockType, char a_BlockFace)
{
- if ( !g_BlockIsTorchPlaceable[a_BlockType] )
+ if ( !g_BlockFullyOccupiesVoxel[a_BlockType] )
{
return (a_BlockFace == BLOCK_FACE_TOP); // Allow placement only when torch upright (for glass, etc.); exceptions won't even be sent by client, no need to handle
}
@@ -127,7 +127,7 @@ public:
{
return i;
}
- else if ((g_BlockIsTorchPlaceable[BlockInQuestion]) && (i != BLOCK_FACE_BOTTOM))
+ else if ((g_BlockFullyOccupiesVoxel[BlockInQuestion]) && (i != BLOCK_FACE_BOTTOM))
{
// Otherwise, if block in that direction is torch placeable and we haven't gotten to it via the bottom face, return that face
return i;
@@ -161,7 +161,7 @@ public:
// No need to check for upright orientation, it was done when the torch was placed
return true;
}
- else if ( !g_BlockIsTorchPlaceable[BlockInQuestion] )
+ else if ( !g_BlockFullyOccupiesVoxel[BlockInQuestion] )
{
return false;
}