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#pragma once

#include "ItemHandler.h"
#include "../World.h"





class cItemSlabHandler : public cItemHandler
{
public:
	cItemSlabHandler(int a_ItemID)
		: cItemHandler(a_ItemID)
	{

	}

	virtual bool OnItemUse(cWorld * a_World, cPlayer * a_Player, cItem * a_Item, int a_X, int a_Y, int a_Z, char a_Dir) override
	{
		BLOCKTYPE Block;
		NIBBLETYPE Meta;
		a_World->GetBlockTypeMeta(a_X, a_Y, a_Z, Block, Meta);

		if (
			(a_Dir == 0 || a_Dir == 1)  // Only when clicking on top or on bottom of the block
			&& (Block == E_BLOCK_WOODEN_SLAB || Block == E_BLOCK_STONE_SLAB)  // It is a slab
			&& (Block == a_Item->m_ItemID)  // Same slab
			&& ((Meta & 0x7) == (a_Item->m_ItemHealth & 0x7)))  // Same Texture
		{
			cItem Item(a_Item->m_ItemID, 1);
			if (a_Player->GetInventory().RemoveItem(Item))
			{
				a_World->SetBlock(a_X, a_Y, a_Z, Block - 1, Meta);				//Block - 1 simple hack to save one if statement
				return true;
			}
		}
		return false;
	}
} ;