Fixes TinyTNT not being primable with flint & steel.

This commit is contained in:
Sebastian Hartte
2020-06-29 21:01:30 +02:00
parent f943106419
commit d5491549eb
3 changed files with 12 additions and 12 deletions
@@ -129,11 +129,6 @@ public abstract class AEBaseBlock extends Block {
return false;
}
public ActionResultType onActivated(final World w, final BlockPos pos, final PlayerEntity player, final Hand hand,
final @Nullable ItemStack heldItem, final BlockRayTraceResult hit) {
return ActionResultType.PASS;
}
public final Direction mapRotation(final IOrientable ori, final Direction dir) {
// case DOWN: return bottomIcon;
// case UP: return blockIcon;
@@ -278,6 +278,11 @@ public abstract class AEBaseTileBlock<T extends AEBaseTileEntity> extends AEBase
return this.onActivated(world, pos, player, hand, player.getHeldItem(hand), hit);
}
public ActionResultType onActivated(final World w, final BlockPos pos, final PlayerEntity player, final Hand hand,
final @Nullable ItemStack heldItem, final BlockRayTraceResult hit) {
return ActionResultType.PASS;
}
@Override
public IOrientable getOrientable(final IBlockReader w, final BlockPos pos) {
return this.getTileEntity(w, pos);
@@ -67,17 +67,17 @@ public class TinyTNTBlock extends AEBaseBlock {
}
@Override
public ActionResultType onActivated(final World w, final BlockPos pos, final PlayerEntity player, final Hand hand,
final @Nullable ItemStack heldItem, final BlockRayTraceResult hit) {
if (heldItem != null && heldItem.getItem() == Items.FLINT_AND_STEEL) {
this.startFuse(w, pos, player);
w.removeBlock(pos, false);
public ActionResultType onBlockActivated(BlockState state, World world, BlockPos pos, PlayerEntity player, Hand handIn, BlockRayTraceResult hit) {
ItemStack heldItem = player.getHeldItem(handIn);
if (!heldItem.isEmpty() && heldItem.getItem() == Items.FLINT_AND_STEEL) {
this.startFuse(world, pos, player);
world.removeBlock(pos, false);
heldItem.damageItem(1, player, p -> {
p.sendBreakAnimation(hand);
p.sendBreakAnimation(handIn);
}); // FIXME Check if onBroken is equivalent
return ActionResultType.SUCCESS;
} else {
return super.onActivated(w, pos, player, hand, heldItem, hit);
return super.onBlockActivated(state, world, pos, player, handIn, hit);
}
}