fix: on_block_placed not calling
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5dce372156
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3b5857ee62
@ -80,9 +80,7 @@ void BlocksController::placeBlock(
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);
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);
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chunks->set(x, y, z, def.rt.id, state);
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chunks->set(x, y, z, def.rt.id, state);
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lighting->onBlockSet(x, y, z, def.rt.id);
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lighting->onBlockSet(x, y, z, def.rt.id);
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if (def.rt.funcsset.onplaced) {
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scripting::on_block_placed(player, def, x, y, z);
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scripting::on_block_placed(player, def, x, y, z);
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}
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if (def.rt.extended) {
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if (def.rt.extended) {
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updateSides(x, y, z , def.size.x, def.size.y, def.size.z);
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updateSides(x, y, z , def.size.x, def.size.y, def.size.z);
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} else {
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} else {
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@ -230,12 +230,14 @@ void scripting::random_update_block(const Block& block, int x, int y, int z) {
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void scripting::on_block_placed(
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void scripting::on_block_placed(
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Player* player, const Block& block, int x, int y, int z
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Player* player, const Block& block, int x, int y, int z
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) {
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) {
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std::string name = block.name + ".placed";
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if (block.rt.funcsset.onplaced) {
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lua::emit_event(lua::get_main_state(), name, [x, y, z, player](auto L) {
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std::string name = block.name + ".placed";
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lua::pushivec_stack(L, glm::ivec3(x, y, z));
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lua::emit_event(lua::get_main_state(), name, [x, y, z, player](auto L) {
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lua::pushinteger(L, player ? player->getId() : -1);
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lua::pushivec_stack(L, glm::ivec3(x, y, z));
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return 4;
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lua::pushinteger(L, player ? player->getId() : -1);
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});
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return 4;
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});
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}
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auto world_event_args = [&](lua::State* L) {
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auto world_event_args = [&](lua::State* L) {
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lua::pushinteger(L, block.rt.id);
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lua::pushinteger(L, block.rt.id);
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lua::pushivec_stack(L, glm::ivec3(x, y, z));
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lua::pushivec_stack(L, glm::ivec3(x, y, z));
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