Changed BlockFace type to eBlockFace
This commit is contained in:
parent
9c409fc65c
commit
05789f9e66
@ -9,7 +9,7 @@
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
cItemFrame::cItemFrame(int a_BlockFace, double a_X, double a_Y, double a_Z)
|
cItemFrame::cItemFrame(eBlockFace a_BlockFace, double a_X, double a_Y, double a_Z)
|
||||||
: cEntity(etItemFrame, a_X, a_Y, a_Z, 0.8, 0.8),
|
: cEntity(etItemFrame, a_X, a_Y, a_Z, 0.8, 0.8),
|
||||||
m_BlockFace(a_BlockFace),
|
m_BlockFace(a_BlockFace),
|
||||||
m_Item(E_BLOCK_AIR),
|
m_Item(E_BLOCK_AIR),
|
||||||
@ -17,15 +17,6 @@ cItemFrame::cItemFrame(int a_BlockFace, double a_X, double a_Y, double a_Z)
|
|||||||
{
|
{
|
||||||
SetMaxHealth(1);
|
SetMaxHealth(1);
|
||||||
SetHealth(1);
|
SetHealth(1);
|
||||||
|
|
||||||
if ((a_BlockFace == 0) || (a_BlockFace == 2)) // Probably a client bug, but two directions are flipped and contrary to the norm, so we do -180
|
|
||||||
{
|
|
||||||
SetYaw((a_BlockFace * 90) - 180);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
SetYaw(a_BlockFace * 90);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
@ -34,7 +25,28 @@ cItemFrame::cItemFrame(int a_BlockFace, double a_X, double a_Y, double a_Z)
|
|||||||
|
|
||||||
void cItemFrame::SpawnOn(cClientHandle & a_ClientHandle)
|
void cItemFrame::SpawnOn(cClientHandle & a_ClientHandle)
|
||||||
{
|
{
|
||||||
a_ClientHandle.SendSpawnObject(*this, 71, m_BlockFace, (Byte)GetYaw(), (Byte)GetPitch());
|
int Dir = 0;
|
||||||
|
|
||||||
|
// The client uses different values for item frame directions and block faces. Our constants are for the block faces, so we convert them here to item frame faces
|
||||||
|
switch (m_BlockFace)
|
||||||
|
{
|
||||||
|
case BLOCK_FACE_ZP: break; // Initialised to zero
|
||||||
|
case BLOCK_FACE_ZM: Dir = 2; break;
|
||||||
|
case BLOCK_FACE_XM: Dir = 1; break;
|
||||||
|
case BLOCK_FACE_XP: Dir = 3; break;
|
||||||
|
default: ASSERT(!"Unhandled block face when trying to spawn item frame!"); return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if ((Dir == 0) || (Dir == 2)) // Probably a client bug, but two directions are flipped and contrary to the norm, so we do -180
|
||||||
|
{
|
||||||
|
SetYaw((Dir * 90) - 180);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
SetYaw(Dir * 90);
|
||||||
|
}
|
||||||
|
|
||||||
|
a_ClientHandle.SendSpawnObject(*this, 71, Dir, (Byte)GetYaw(), (Byte)GetPitch());
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
@ -91,6 +103,7 @@ void cItemFrame::KilledBy(cEntity * a_Killer)
|
|||||||
|
|
||||||
SetHealth(GetMaxHealth());
|
SetHealth(GetMaxHealth());
|
||||||
m_Item.Clear();
|
m_Item.Clear();
|
||||||
|
m_Rotation = 0;
|
||||||
GetWorld()->BroadcastEntityMetadata(*this);
|
GetWorld()->BroadcastEntityMetadata(*this);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -18,7 +18,7 @@ public:
|
|||||||
|
|
||||||
CLASS_PROTODEF(cItemFrame);
|
CLASS_PROTODEF(cItemFrame);
|
||||||
|
|
||||||
cItemFrame(int a_BlockFace, double a_X, double a_Y, double a_Z);
|
cItemFrame(eBlockFace a_BlockFace, double a_X, double a_Y, double a_Z);
|
||||||
|
|
||||||
const cItem & GetItem(void) { return m_Item; }
|
const cItem & GetItem(void) { return m_Item; }
|
||||||
Byte GetRotation(void) const { return m_Rotation; }
|
Byte GetRotation(void) const { return m_Rotation; }
|
||||||
@ -31,7 +31,7 @@ private:
|
|||||||
virtual void KilledBy(cEntity * a_Killer) override;
|
virtual void KilledBy(cEntity * a_Killer) override;
|
||||||
virtual void GetDrops(cItems & a_Items, cEntity * a_Killer) override;
|
virtual void GetDrops(cItems & a_Items, cEntity * a_Killer) override;
|
||||||
|
|
||||||
int m_BlockFace;
|
eBlockFace m_BlockFace;
|
||||||
cItem m_Item;
|
cItem m_Item;
|
||||||
Byte m_Rotation;
|
Byte m_Rotation;
|
||||||
|
|
||||||
|
@ -33,19 +33,7 @@ public:
|
|||||||
|
|
||||||
if (Block == E_BLOCK_AIR)
|
if (Block == E_BLOCK_AIR)
|
||||||
{
|
{
|
||||||
int Dir = 0;
|
cItemFrame * ItemFrame = new cItemFrame(a_Dir, a_BlockX, a_BlockY, a_BlockZ);
|
||||||
|
|
||||||
// The client uses different values for painting directions and block faces. Our constants are for the block faces, so we convert them here to painting faces
|
|
||||||
switch (a_Dir)
|
|
||||||
{
|
|
||||||
case BLOCK_FACE_ZP: break; // Initialised to zero
|
|
||||||
case BLOCK_FACE_ZM: Dir = 2; break;
|
|
||||||
case BLOCK_FACE_XM: Dir = 1; break;
|
|
||||||
case BLOCK_FACE_XP: Dir = 3; break;
|
|
||||||
default: ASSERT(!"Unhandled block face when trying spawn item frame!"); return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
cItemFrame * ItemFrame = new cItemFrame(Dir, a_BlockX, a_BlockY, a_BlockZ);
|
|
||||||
ItemFrame->Initialize(a_World);
|
ItemFrame->Initialize(a_World);
|
||||||
|
|
||||||
if (!a_Player->IsGameModeCreative())
|
if (!a_Player->IsGameModeCreative())
|
||||||
|
Loading…
Reference in New Issue
Block a user