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Nice, I will integrate it.
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I committed the patch (rev 858), but I changed the coords handling - all the specs say that the sound coords are in block coords * 8, so I made all parameters use this "format". Hopefully I didn't break anything - I didn't test the changes other than compiling them.
Also, if the sounds' names are static, consider making the cBlock::GetSoundName() functions' return values const char * instead of an AString, for performance reasons (not creating and copying an object for each step taken).
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OK, apparently they are using that weird multiplication to improve resolution for entities.
I don't know, but maybe it would be better to use double instead of int as coords parameters? Vanilla server has it done that way.
And right, I will change that AString to const char *.
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I think the client actually doesn't permit the player to put those blocks into the helmet slot, without even asking the server. So you'd need a different way than directly placing blocks in the inventory window. Probably with a command, and that should be completely doable (though most likely impractical)