text: 
  // BlockCarpet.h
  
  // Declares the cBlockCarpetHandler class representing the handler for the carpet block
  
  
  
  
  #pragma once
  
  #include "BlockHandler.h"
  
  
  
  
  
  class cBlockCarpetHandler :
  	public cBlockHandler
  {
  public:
  	cBlockCarpetHandler(BLOCKTYPE a_BlockType) :
  		cBlockHandler(a_BlockType)
  	{
  	}
  
  
  	virtual const char * GetStepSound(void) override
  	{
  		return "step.cloth";
  	}
  	
  	
  	virtual bool GetPlacementBlockTypeMeta(
  		cChunkInterface & a_ChunkInterface, cPlayer * a_Player,
  		int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace,
  		int a_CursorX, int a_CursorY, int a_CursorZ,
  		BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta
  	) override
  	{
  		a_BlockType = m_BlockType;
  		a_BlockMeta = a_Player->GetEquippedItem().m_ItemDamage & 0x0f;
  		return true;
  	}
  
  	
  	virtual void ConvertToPickups(cItems & a_Pickups, NIBBLETYPE a_BlockMeta) override
  	{
  		a_Pickups.push_back(cItem(E_BLOCK_CARPET, 1, a_BlockMeta));
  	}
  
  
  	virtual bool CanBeAt(cChunkInterface & a_ChunkInterface, int a_RelX, int a_RelY, int a_RelZ, const cChunk & a_Chunk) override
  	{
  		return (a_RelY > 0) && (a_Chunk.GetBlock(a_RelX, a_RelY - 1, a_RelZ) != E_BLOCK_AIR);
  	}
  } ;
  
  
  
  
  