DobrĂ½ den!
We need two solid block arrays - one to list all blocks that microblocks (torches, levers, buttons, etc.) cannot be placed on, and one to list blocks without collision.
For example:
g_BlockIsTorchPlaceable
Sign = false
Piston = false etc etc
Crafting table
Leaves
Glass
...
g_BlockIsSolid
Sign = false
Flower = false etc etc
Ferns
Bushes
etc.
This will fix xoft's arrows going through blocks like glass because g_BlockIsSolid tells the code the glass isn't solid (which it is, just not torchable), and also hopefully fix torches being able to be placed on non-solid blocks.
The only problem is that I am not sure how to do it. g_BlockIsSolid has code at the top setting looping everything to true, but it doesn't seem to do anything. Doing a g_BlockIsSolid[E_BLOCK_GLASS] will return false, even though everything was apparently set to true. Wut.
So yeah.
We need two solid block arrays - one to list all blocks that microblocks (torches, levers, buttons, etc.) cannot be placed on, and one to list blocks without collision.
For example:
g_BlockIsTorchPlaceable
Sign = false
Piston = false etc etc
Crafting table
Leaves
Glass
...
g_BlockIsSolid
Sign = false
Flower = false etc etc
Ferns
Bushes
etc.
This will fix xoft's arrows going through blocks like glass because g_BlockIsSolid tells the code the glass isn't solid (which it is, just not torchable), and also hopefully fix torches being able to be placed on non-solid blocks.
The only problem is that I am not sure how to do it. g_BlockIsSolid has code at the top setting looping everything to true, but it doesn't seem to do anything. Doing a g_BlockIsSolid[E_BLOCK_GLASS] will return false, even though everything was apparently set to true. Wut.
So yeah.