next_pos -= aim_normal * glm::vec3(Chunk::Extent());
}
mod_chunk->SetBlock(next_pos, selection);
- mod_chunk->Invalidate();
if (config.audio_disabled) return;
const Entity &player = ctrl.Controlled();
void Interface::RemoveBlock() noexcept {
if (!aim_chunk) return;
aim_chunk->SetBlock(aim_block, remove);
- aim_chunk->Invalidate();
if (config.audio_disabled) return;
const Entity &player = ctrl.Controlled();