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Merge branch 'smartcmd:main' into fix/horse-spawner-crash
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commit
bdfd327c81
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@ -263,40 +263,6 @@ void IUIScene_CreativeMenu::staticCtor()
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BuildFirework(list, FireworksItem::TYPE_CREEPER, DyePowderItem::BLUE, 1, true, false);
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BuildFirework(list, FireworksItem::TYPE_STAR, DyePowderItem::YELLOW, 1, false, false);
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BuildFirework(list, FireworksItem::TYPE_BIG, DyePowderItem::WHITE, 1, true, true);
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ITEM_AUX(Tile::stained_glass_Id,14) // Red
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ITEM_AUX(Tile::stained_glass_Id,1) // Orange
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ITEM_AUX(Tile::stained_glass_Id,4) // Yellow
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ITEM_AUX(Tile::stained_glass_Id,5) // Lime
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ITEM_AUX(Tile::stained_glass_Id,3) // Light Blue
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ITEM_AUX(Tile::stained_glass_Id,9) // Cyan
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ITEM_AUX(Tile::stained_glass_Id,11) // Blue
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ITEM_AUX(Tile::stained_glass_Id,10) // Purple
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ITEM_AUX(Tile::stained_glass_Id,2) // Magenta
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ITEM_AUX(Tile::stained_glass_Id,6) // Pink
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ITEM_AUX(Tile::stained_glass_Id,0) // White
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ITEM_AUX(Tile::stained_glass_Id,8) // Light Gray
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ITEM_AUX(Tile::stained_glass_Id,7) // Gray
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ITEM_AUX(Tile::stained_glass_Id,15) // Black
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ITEM_AUX(Tile::stained_glass_Id,13) // Green
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ITEM_AUX(Tile::stained_glass_Id,12) // Brown
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ITEM_AUX(Tile::stained_glass_pane_Id,14) // Red
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ITEM_AUX(Tile::stained_glass_pane_Id,1) // Orange
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ITEM_AUX(Tile::stained_glass_pane_Id,4) // Yellow
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ITEM_AUX(Tile::stained_glass_pane_Id,5) // Lime
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ITEM_AUX(Tile::stained_glass_pane_Id,3) // Light Blue
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ITEM_AUX(Tile::stained_glass_pane_Id,9) // Cyan
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ITEM_AUX(Tile::stained_glass_pane_Id,11) // Blue
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ITEM_AUX(Tile::stained_glass_pane_Id,10) // Purple
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ITEM_AUX(Tile::stained_glass_pane_Id,2) // Magenta
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ITEM_AUX(Tile::stained_glass_pane_Id,6) // Pink
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ITEM_AUX(Tile::stained_glass_pane_Id,0) // White
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ITEM_AUX(Tile::stained_glass_pane_Id,8) // Light Gray
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ITEM_AUX(Tile::stained_glass_pane_Id,7) // Gray
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ITEM_AUX(Tile::stained_glass_pane_Id,15) // Black
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ITEM_AUX(Tile::stained_glass_pane_Id,13) // Green
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ITEM_AUX(Tile::stained_glass_pane_Id,12) // Brown
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}
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#endif
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@ -370,7 +370,9 @@ bool MultiPlayerGameMode::useItemOn(shared_ptr<Player> player, Level *level, sha
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// are meant to be directly caused by this. If we don't do this, then the sounds never happen as the tile's use method is only called on the
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// server, and that won't allow any sounds that are directly made, or broadcast back level events to us that would make the sound, since we are
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// the source of the event.
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if( ( t > 0 ) && ( !bTestUseOnly ) && player->isAllowedToUse(Tile::tiles[t]) )
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// ---------------------------------------------------------------------------------
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// Only call soundOnly version if we didn't already call the tile's use method above
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if( !didSomething && ( t > 0 ) && ( !bTestUseOnly ) && player->isAllowedToUse(Tile::tiles[t]) )
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{
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Tile::tiles[t]->use(level, x, y, z, player, face, clickX, clickY, clickZ, true);
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}
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