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#pragma once
#include "BlockHandler.h"
class cBlockDaylightSensorHandler final :
public cBlockHandler
{
using Super = cBlockHandler;
public:
using Super::Super;
private:
virtual bool OnUse(
cChunkInterface & a_ChunkInterface,
cWorldInterface & a_WorldInterface,
cPlayer & a_Player,
const Vector3i a_BlockPos,
eBlockFace a_BlockFace,
const Vector3i a_CursorPos
) const override
{
if (a_ChunkInterface.GetBlock(a_BlockPos) == E_BLOCK_DAYLIGHT_SENSOR)
{
a_ChunkInterface.SetBlock(a_BlockPos, E_BLOCK_INVERTED_DAYLIGHT_SENSOR, 0);
}
else
{
a_ChunkInterface.SetBlock(a_BlockPos, E_BLOCK_DAYLIGHT_SENSOR, 0);
}
return true;
}
virtual cItems ConvertToPickups(NIBBLETYPE a_BlockMeta, const cEntity * a_Digger, const cItem * a_Tool) const override
{
// Always drop the regular daylight sensor:
return { E_BLOCK_DAYLIGHT_SENSOR };
}
virtual bool IsUseable(void) const override
{
return true;
}
};
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