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-rw-r--r--src/Items/ItemBucket.h17
1 files changed, 10 insertions, 7 deletions
diff --git a/src/Items/ItemBucket.h b/src/Items/ItemBucket.h
index c9a632580..68c89dd85 100644
--- a/src/Items/ItemBucket.h
+++ b/src/Items/ItemBucket.h
@@ -6,6 +6,7 @@
#include "../Simulator/FluidSimulator.h"
#include "../Blocks/BlockHandler.h"
#include "../LineBlockTracer.h"
+#include "../BlockInServerPluginInterface.h"
@@ -21,7 +22,7 @@ public:
}
- virtual bool OnItemUse(cWorld * a_World, cPlayer * a_Player, const cItem & a_Item, int a_BlockX, int a_BlockY, int a_BlockZ, char a_Dir) override
+ virtual bool OnItemUse(cWorld * a_World, cPlayer * a_Player, const cItem & a_Item, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_Dir) override
{
switch (m_ItemType)
{
@@ -92,7 +93,7 @@ public:
}
- bool PlaceFluid(cWorld * a_World, cPlayer * a_Player, const cItem & a_Item, int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, BLOCKTYPE a_FluidBlock)
+ bool PlaceFluid(cWorld * a_World, cPlayer * a_Player, const cItem & a_Item, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace, BLOCKTYPE a_FluidBlock)
{
if (a_BlockFace < 0)
{
@@ -142,7 +143,9 @@ public:
cBlockHandler * Handler = BlockHandler(CurrentBlock);
if (Handler->DoesDropOnUnsuitable())
{
- Handler->DropBlock(a_World, a_Player, a_BlockX, a_BlockY, a_BlockZ);
+ cChunkInterface ChunkInterface(a_World->GetChunkMap());
+ cBlockInServerPluginInterface PluginInterface(*a_World);
+ Handler->DropBlock(ChunkInterface, *a_World, PluginInterface, a_Player, a_BlockX, a_BlockY, a_BlockZ);
}
}
@@ -169,12 +172,12 @@ public:
virtual bool OnNextBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, char a_EntryFace) override
{
- if (a_BlockMeta != 0) // Even if it was a water block it would not be a source.
- {
- return false;
- }
if (IsBlockWater(a_BlockType) || IsBlockLava(a_BlockType))
{
+ if (a_BlockMeta != 0) // GetBlockFromTrace is called for scooping up fluids; the hit block should be a source
+ {
+ return false;
+ }
m_HasHitFluid = true;
m_Pos.Set(a_BlockX, a_BlockY, a_BlockZ);
return true;