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function OnBlockPlace( Block, Player )
-- dont check if the direction is in the air
if Block.m_Direction ~= -1 then
local X = Block.m_PosX
local Y = Block.m_PosY
local Z = Block.m_PosZ
X, Y, Z = AddDirection( X, Y, Z, Block.m_Direction )
if( Y >= 256 or Y < 0 ) then
return true
end
local CheckCollision = function( Player )
-- drop the decimals, we only care about the full block X,Y,Z
local PlayerX = math.floor(Player:GetPosX(), 0)
local PlayerY = math.floor(Player:GetPosY(), 0)
local PlayerZ = math.floor(Player:GetPosZ(), 0)
local BlockX = Block.m_PosX
local BlockY = Block.m_PosY
local BlockZ = Block.m_PosZ
-- player height is 2 blocks, so we check the position and then offset it up one
-- so they can't place a block on there face
local collision = false
if Block.m_Direction == 0 then if PlayerY == BlockY-2 and PlayerX == BlockX and PlayerZ == BlockZ then collision = true end end
if Block.m_Direction == 1 then if PlayerY == BlockY+1 and PlayerX == BlockX and PlayerZ == BlockZ then collision = true end end
if Block.m_Direction == 2 then if PlayerY == BlockY and PlayerX == BlockX and PlayerZ == BlockZ-1 then collision = true end end
if Block.m_Direction == 2 then if PlayerY+1 == BlockY and PlayerX == BlockX and PlayerZ == BlockZ-1 then collision = true end end
if Block.m_Direction == 3 then if PlayerY == BlockY and PlayerX == BlockX and PlayerZ == BlockZ+1 then collision = true end end
if Block.m_Direction == 3 then if PlayerY+1 == BlockY and PlayerX == BlockX and PlayerZ == BlockZ+1 then collision = true end end
if Block.m_Direction == 4 then if PlayerY == BlockY and PlayerX == BlockX-1 and PlayerZ == BlockZ then collision = true end end
if Block.m_Direction == 4 then if PlayerY+1 == BlockY and PlayerX == BlockX-1 and PlayerZ == BlockZ then collision = true end end
if Block.m_Direction == 5 then if PlayerY == BlockY and PlayerX == BlockX+1 and PlayerZ == BlockZ then collision = true end end
if Block.m_Direction == 5 then if PlayerY+1 == BlockY and PlayerX == BlockX+1 and PlayerZ == BlockZ then collision = true end end
return collision
end
if( Player:GetWorld():ForEachPlayer( CheckCollision ) == false ) then
return true
else
return false
end
end
return false
end
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