04-07-2015, 05:59 AM
(This post was last modified: 04-07-2015, 06:06 AM by DiamondToaster.)
So, something like:
Then the Lua bindings would send table full of these:
class cBlockToEntityData { public: Vector3i Position; int GetBlockType(); // returns E_BLOCK type int GetMetaData(); // returns E_META data cBlockInfo GetBlockInfo(); // returns a cBlockInfo // Excuse my lack of knowledge of the internals of MCServer... }
Then the Lua bindings would send table full of these:
function OnExploding(World, ExplosionSize, CanCauseFire, X, Y, Z, Source, SourceData, AffectedBlocks) -- AffectedBlocks is a table full of cBlockToEntityData for n, k in pairs(AffectedBlocks) do if k:GetBlockType() == E_BLOCK_DIRT then table.remove(AffectedBlocks, n) end end -- send the modified table to the server to be processed end