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#pragma once
#include "ItemHandler.h"
#include "Blocks/BlockStairs.h"
class cItemStairsHandler final : public cItemHandler
{
using Super = cItemHandler;
public:
using Super::Super;
private:
virtual bool CommitPlacement(
cPlayer & a_Player,
const cItem & a_HeldItem,
const Vector3i a_PlacePosition,
const eBlockFace a_ClickedBlockFace,
const Vector3i a_CursorPosition
) const override
{
NIBBLETYPE Meta = cBlockStairsHandler::YawToMetaData(a_Player.GetYaw());
switch (a_ClickedBlockFace)
{
case BLOCK_FACE_TOP: break;
case BLOCK_FACE_BOTTOM:
Meta |= 0x4;
break; // When placing onto a bottom face, always place an upside-down stairs block.
case BLOCK_FACE_EAST:
case BLOCK_FACE_NORTH:
case BLOCK_FACE_SOUTH:
case BLOCK_FACE_WEST:
{
// When placing onto a sideways face, check cursor, if in top half, make it an upside-down stairs block:
if (a_CursorPosition.y > 8)
{
Meta |= 0x4;
}
break;
}
default: UNREACHABLE("Unhandled block face");
}
return a_Player.PlaceBlock(a_PlacePosition, static_cast<BLOCKTYPE>(a_HeldItem.m_ItemType), Meta);
}
};
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