converting block states to a bitfield
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@@ -364,7 +364,7 @@ void PlayerController::updateInteraction(){
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if (vox != nullptr) {
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player->selectedVoxel = *vox;
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selectedBlockId = vox->id;
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selectedBlockRotation = vox->rotation();
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selectedBlockRotation = vox->state.rotation;
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player->selectedBlockPosition = iend;
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selectedPointPosition = end;
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selectedBlockNormal = norm;
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@@ -373,7 +373,8 @@ void PlayerController::updateInteraction(){
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int z = iend.z;
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Block* def = indices->getBlockDef(item->rt.placingBlock);
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uint8_t states = determine_rotation(def, norm, camera->dir);
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blockstate state {};
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state.rotation = determine_rotation(def, norm, camera->dir);
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if (lclick && !input.shift && item->rt.funcsset.on_block_break_by) {
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if (scripting::on_item_break_block(player.get(), item, x, y, z))
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@@ -410,13 +411,13 @@ void PlayerController::updateInteraction(){
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z = (iend.z)+(norm.z);
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} else {
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if (def->rotations.name == "pipe") {
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states = BLOCK_DIR_UP;
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state.rotation = BLOCK_DIR_UP;
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}
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}
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vox = chunks->get(x, y, z);
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blockid_t chosenBlock = def->rt.id;
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if (vox && (target = indices->getBlockDef(vox->id))->replaceable) {
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if (!level->physics->isBlockInside(x,y,z,def,states, player->hitbox.get())
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if (!level->physics->isBlockInside(x,y,z,def,state, player->hitbox.get())
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|| !def->obstacle){
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if (def->grounded && !chunks->isSolidBlock(x, y-1, z)) {
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chosenBlock = 0;
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@@ -426,7 +427,7 @@ void PlayerController::updateInteraction(){
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glm::ivec3(x, y, z), def,
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BlockInteraction::placing
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);
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chunks->set(x, y, z, chosenBlock, states);
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chunks->set(x, y, z, chosenBlock, state);
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lighting->onBlockSet(x,y,z, chosenBlock);
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if (def->rt.funcsset.onplaced) {
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scripting::on_block_placed(player.get(), def, x, y, z);
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