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#pragma once
#include "BlockHandler.h"
class cBlockQuartzHandler:
public cBlockHandler
{
using Super = cBlockHandler;
public:
cBlockQuartzHandler(BLOCKTYPE a_BlockType):
Super(a_BlockType)
{
}
virtual bool GetPlacementBlockTypeMeta(
cChunkInterface & a_ChunkInterface,
cPlayer & a_Player,
const Vector3i a_PlacedBlockPos,
eBlockFace a_ClickedBlockFace,
const Vector3i a_CursorPos,
BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta
) override
{
a_BlockType = m_BlockType;
auto Meta = static_cast<NIBBLETYPE>(a_Player.GetEquippedItem().m_ItemDamage);
// Pillar block needs additional direction in the metadata:
if (Meta != E_META_QUARTZ_PILLAR)
{
a_BlockMeta = Meta;
return true;
}
a_BlockMeta = BlockFaceToMetaData(a_ClickedBlockFace);
return true;
}
/** Converts the block face of the pillar block's "base" to the block's metadata. */
inline static NIBBLETYPE BlockFaceToMetaData(eBlockFace a_BlockFace)
{
switch (a_BlockFace)
{
case BLOCK_FACE_YM:
case BLOCK_FACE_YP:
{
return E_META_QUARTZ_PILLAR; // Top or bottom
}
case BLOCK_FACE_ZP:
case BLOCK_FACE_ZM:
{
return 0x4; // North or south
}
case BLOCK_FACE_XP:
case BLOCK_FACE_XM:
{
return 0x3; // East or west
}
default:
{
return E_META_QUARTZ_PILLAR;
}
}
}
virtual ColourID GetMapBaseColourID(NIBBLETYPE a_Meta) override
{
UNUSED(a_Meta);
return 8;
}
} ;
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