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; } } }