diff --git a/MCGalaxy/Blocks/Behaviour/BlockBehaviour.cs b/MCGalaxy/Blocks/Behaviour/BlockBehaviour.cs
index 8f1caee05..2cdfc09d0 100644
--- a/MCGalaxy/Blocks/Behaviour/BlockBehaviour.cs
+++ b/MCGalaxy/Blocks/Behaviour/BlockBehaviour.cs
@@ -30,7 +30,7 @@ namespace MCGalaxy.Blocks {
public delegate void HandlePlace(Player p, BlockID newBlock, ushort x, ushort y, ushort z);
/// Returns whether this block handles the player walking through this block at the given coordinates.
- /// If this returns true, the usual 'death check' behaviour is skipped.
+ /// If this returns false, continues trying other walkthrough blocks the player is touching.
public delegate bool HandleWalkthrough(Player p, BlockID block, ushort x, ushort y, ushort z);
/// Called to handle the physics for this particular block.
diff --git a/MCGalaxy/Blocks/Behaviour/WalkthroughBehaviour.cs b/MCGalaxy/Blocks/Behaviour/WalkthroughBehaviour.cs
index badb5c5f3..e02d992df 100644
--- a/MCGalaxy/Blocks/Behaviour/WalkthroughBehaviour.cs
+++ b/MCGalaxy/Blocks/Behaviour/WalkthroughBehaviour.cs
@@ -64,8 +64,11 @@ namespace MCGalaxy.Blocks {
Entities.Spawn(p, p);
}
p.lastCheckpointIndex = index;
+ return true;
}
- return true;
+
+ // allow activating other blocks (e.g. /mb message above it)
+ return false;
}
}
}