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Changed BlockFace type to eBlockFace

This commit is contained in:
Tiger Wang 2014-02-18 21:33:33 +00:00
parent 9c409fc65c
commit 05789f9e66
3 changed files with 27 additions and 26 deletions

View File

@ -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),
m_BlockFace(a_BlockFace),
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);
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)
{
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());
m_Item.Clear();
m_Rotation = 0;
GetWorld()->BroadcastEntityMetadata(*this);
}

View File

@ -18,7 +18,7 @@ public:
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; }
Byte GetRotation(void) const { return m_Rotation; }
@ -31,7 +31,7 @@ private:
virtual void KilledBy(cEntity * a_Killer) override;
virtual void GetDrops(cItems & a_Items, cEntity * a_Killer) override;
int m_BlockFace;
eBlockFace m_BlockFace;
cItem m_Item;
Byte m_Rotation;

View File

@ -33,19 +33,7 @@ public:
if (Block == E_BLOCK_AIR)
{
int Dir = 0;
// 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);
cItemFrame * ItemFrame = new cItemFrame(a_Dir, a_BlockX, a_BlockY, a_BlockZ);
ItemFrame->Initialize(a_World);
if (!a_Player->IsGameModeCreative())