示例#1
0
        static bool CursedLand(Client player, PlayerBlockPlacement placement)
        {
            SlotItem i = player.Session.ActiveItem;

            if (i != null && i.ItemID == BlockID.Bucket)
            {
                var pps = new PlayerPositionLookClient();
                pps.Position    = placement.BlockPosition.CloneDouble();
                pps.OnGround    = false;
                pps.Position.Y += 1.1;
                pps.Position.X += 0.5;
                pps.Position.Z += 0.5;
                pps.Pitch       = Math.PI / 2;
                pps.Yaw         = player.Session.Yaw;
                player.FromClient(pps);

                var ppc = new PlayerPositionLookServer(pps.Position);
                ppc.Pitch = Math.PI / 2;
                ppc.Yaw   = player.Session.Yaw;
                player.SendToClient(ppc);
            }

            BlockChange bc = new BlockChange(placement.BlockPosition.Offset(placement.FaceDirection), BlockID.Air);

            player.SendToClient(bc);

            //Block all actions
            return(true);
        }
示例#2
0
        static bool CursedLand(Client player, PlayerBlockPlacement placement)
        {
            SlotItem i = player.Session.ActiveItem;
            if (i != null && i.ItemID == BlockID.Bucket)
            {
                var pps = new PlayerPositionLookClient();
                pps.Position = placement.BlockPosition.CloneDouble();
                pps.OnGround = false;
                pps.Position.Y += 1.1;
                pps.Position.X += 0.5;
                pps.Position.Z += 0.5;
                pps.Pitch = Math.PI / 2;
                pps.Yaw = player.Session.Yaw;
                player.FromClient(pps);
				
                var ppc = new PlayerPositionLookServer(pps.Position);
                ppc.Pitch = Math.PI / 2;
                ppc.Yaw = player.Session.Yaw;
                player.SendToClient(ppc);
            }
			
            BlockChange bc = new BlockChange(placement.BlockPosition.Offset(placement.FaceDirection), BlockID.Air);
            player.SendToClient(bc);
			
            //Block all actions
            return true;
        }