#pragma once #include "BlockHandler.h" #include "../Player.h" #include "../TNTEntity.h" class cBlockTNTHandler : public cBlockHandler { public: cBlockTNTHandler(BLOCKTYPE a_BlockType) : cBlockHandler(a_BlockType) { } virtual void OnUse(cWorld * a_World, cPlayer *a_Player, int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, int a_CursorX, int a_CursorY, int a_CursorZ) override { if (a_Player->GetEquippedWeapon().m_ItemType == E_ITEM_FLINT_AND_STEEL) { a_World->BroadcastSoundEffect("random.fuse", a_BlockX * 8, a_BlockY * 8, a_BlockZ * 8, 0.5f, 0.6f); cTNTEntity *TNT = new cTNTEntity(a_BlockX,a_BlockY,a_BlockZ,4); //4 seconds to boom TNT->Initialize(a_World); a_World->SetBlock(a_BlockX,a_BlockY,a_BlockZ, E_BLOCK_AIR, 0); } } virtual bool IsUseable() override { return true; } };