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#pragma once
#include "ItemHandler.h"
#include "../World.h"
#include "../Blocks/BlockBed.h"
class cItemBedHandler:
public cItemHandler
{
using Super = cItemHandler;
public:
cItemBedHandler(int a_ItemType):
Super(a_ItemType)
{
}
virtual bool IsPlaceable(void) override
{
return true;
}
virtual bool GetBlocksToPlace(
cWorld & a_World,
cPlayer & a_Player,
const cItem & a_EquippedItem,
const Vector3i a_PlacedBlockPos,
eBlockFace a_ClickedBlockFace,
const Vector3i a_CursorPos,
sSetBlockVector & a_BlocksToPlace
) override
{
const auto BlockMeta = cBlockBedHandler::YawToMetaData(a_Player.GetYaw());
const auto HeadPosition = a_PlacedBlockPos + cBlockBedHandler::MetaDataToDirection(BlockMeta);
// Vanilla only allows beds to be placed into air
// Check if there is empty space for the "head" block:
if (a_World.GetBlock(HeadPosition) != E_BLOCK_AIR)
{
return false;
}
// The "foot", and the "head" block:
a_BlocksToPlace.emplace_back(a_PlacedBlockPos, E_BLOCK_BED, BlockMeta);
a_BlocksToPlace.emplace_back(HeadPosition, E_BLOCK_BED, BlockMeta | 0x08);
return true;
}
};
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