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-rw-r--r--src/Entities/Player.h23
1 files changed, 21 insertions, 2 deletions
diff --git a/src/Entities/Player.h b/src/Entities/Player.h
index c643aaa8e..d3ed46db6 100644
--- a/src/Entities/Player.h
+++ b/src/Entities/Player.h
@@ -46,9 +46,9 @@ public:
virtual void SpawnOn(cClientHandle & a_Client) override;
- virtual void Tick(float a_Dt, cChunk & a_Chunk) override;
+ virtual void Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) override;
- virtual void HandlePhysics(float a_Dt, cChunk &) override { UNUSED(a_Dt); }
+ virtual void HandlePhysics(std::chrono::milliseconds a_Dt, cChunk &) override { UNUSED(a_Dt); }
/** Returns the curently equipped weapon; empty item if none */
virtual cItem GetEquippedWeapon(void) const override { return m_Inventory.GetEquippedItem(); }
@@ -440,8 +440,27 @@ public:
Loads the m_Rank, m_Permissions, m_MsgPrefix, m_MsgSuffix and m_MsgNameColorCode members. */
void LoadRank(void);
+ /** Calls the block-placement hook and places the block in the world, unless refused by the hook.
+ If the hook prevents the placement, sends the current block at the specified coords back to the client.
+ Assumes that the block is in a currently loaded chunk.
+ Returns true if the block is successfully placed. */
+ bool PlaceBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta);
+
+ /** Sends the block in the specified range around the specified coord to the client
+ as a block change packet.
+ The blocks in range (a_BlockX - a_Range, a_BlockX + a_Range) are sent (NY-metric). */
+ void SendBlocksAround(int a_BlockX, int a_BlockY, int a_BlockZ, int a_Range = 1);
+
// tolua_end
+ /** Calls the block placement hooks and places the blocks in the world.
+ First the "placing" hooks for all the blocks are called, then the blocks are placed, and finally
+ the "placed" hooks are called.
+ If the any of the "placing" hooks aborts, none of the blocks are placed and the function returns false.
+ Returns true if all the blocks are placed.
+ Assumes that all the blocks are in currently loaded chunks. */
+ bool PlaceBlocks(const sSetBlockVector & a_Blocks);
+
// cEntity overrides:
virtual bool IsCrouched (void) const { return m_IsCrouched; }
virtual bool IsSprinting(void) const { return m_IsSprinting; }