Create Ender Portal with Eyes of Ender (#4126)
The algorithm was designed so All portals must be facing the center, no matter which block had the eye inserted in last. Note: Still need to create a block entity so that portals don't become invisible when you relog. Addresses part of #3445 Fixes #3695
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@ -16518,6 +16518,46 @@ end
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{
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Notes = "A flag in the metadata of droppers and dispensers that indicates that the dropper or dispenser is looking in the positive Z direction.",
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},
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E_META_END_PORTAL_FRAME_EYE =
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{
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Notes = "A flag in the metadata of end portal frames that indicates that the portal frame has an eye in it.",
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},
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E_META_END_PORTAL_FRAME_NO_EYE =
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{
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Notes = "The lack of the flag in the metadata of end portal frames indicating that the portal frame has an eye in it.",
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},
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E_META_END_PORTAL_FRAME_XM =
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{
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Notes = "A flag in the metadata of end portal frames that indicates that the portal frame is facing the negative X direction.",
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},
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E_META_END_PORTAL_FRAME_XP =
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{
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Notes = "A flag in the metadata of end portal frames that indicates that the portal frame is facing the positive X direction.",
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},
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E_META_END_PORTAL_FRAME_ZM =
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{
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Notes = "A flag in the metadata of end portal frames that indicates that the portal frame is facing the negative Z direction.",
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},
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E_META_END_PORTAL_FRAME_ZP =
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{
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Notes = "A flag in the metadata of end portal frames that indicates that the portal frame is facing the positive Z direction.",
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},
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E_META_END_PORTAL_FRAME_XM_EYE =
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{
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Notes = "A flag in the metadata of end portal frames that indicates that the portal frame is facing the negative X direction and has an ender eye in it.",
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},
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E_META_END_PORTAL_FRAME_XP_EYE =
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{
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Notes = "A flag in the metadata of end portal frames that indicates that the portal frame is facing the positive X direction and has an ender eye in it.",
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},
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E_META_END_PORTAL_FRAME_ZM_EYE =
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{
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Notes = "A flag in the metadata of end portal frames that indicates that the portal frame is facing the negative Z direction and has an ender eye in it.",
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},
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E_META_END_PORTAL_FRAME_ZP_EYE =
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{
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Notes = "A flag in the metadata of end portal frames that indicates that the portal frame is facing the positive Z direction and has an ender eye in it.",
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},
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E_META_HEAD_CREEPER =
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{
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Notes = "A flag in the metadata of heads that indicates that the head is a creeper head.",
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@ -659,6 +659,18 @@ enum ENUM_BLOCK_META : NIBBLETYPE
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E_META_DOUBLE_STONE_SLAB_SMOOTH_SANDSTONE = 9,
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E_META_DOUBLE_STONE_SLAB_TILE_QUARTZ = 10,
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// E_BLOCK_END_PORTAL_FRAME metas:
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E_META_END_PORTAL_FRAME_ZP = 0, // Faces towards centre of portal
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E_META_END_PORTAL_FRAME_XM = 1,
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E_META_END_PORTAL_FRAME_ZM = 2,
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E_META_END_PORTAL_FRAME_XP = 3,
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E_META_END_PORTAL_FRAME_ZP_EYE = 4, // Frames with ender eye
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E_META_END_PORTAL_FRAME_XM_EYE = 5,
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E_META_END_PORTAL_FRAME_ZM_EYE = 6,
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E_META_END_PORTAL_FRAME_XP_EYE = 7,
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E_META_END_PORTAL_FRAME_NO_EYE = 0, // Just the eye bitflag
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E_META_END_PORTAL_FRAME_EYE = 4,
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// E_BLOCK_FLOWER metas:
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E_META_FLOWER_POPPY = 0,
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E_META_FLOWER_BLUE_ORCHID = 1,
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258
src/Blocks/BlockEndPortalFrame.h
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258
src/Blocks/BlockEndPortalFrame.h
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@ -0,0 +1,258 @@
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#pragma once
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#include "BlockHandler.h"
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class cBlockEndPortalFrameHandler :
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public cMetaRotator<cBlockHandler, 0x03,
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E_META_END_PORTAL_FRAME_ZM,
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E_META_END_PORTAL_FRAME_XP,
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E_META_END_PORTAL_FRAME_ZP,
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E_META_END_PORTAL_FRAME_XM
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>
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{
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public:
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cBlockEndPortalFrameHandler(BLOCKTYPE a_BlockType):
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cMetaRotator<cBlockHandler, 0x03,
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E_META_END_PORTAL_FRAME_ZM,
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E_META_END_PORTAL_FRAME_XP,
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E_META_END_PORTAL_FRAME_ZP,
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E_META_END_PORTAL_FRAME_XM
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>(a_BlockType)
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{
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}
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virtual bool GetPlacementBlockTypeMeta(
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cChunkInterface & a_ChunkInterface, cPlayer & a_Player,
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int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace,
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int a_CursorX, int a_CursorY, int a_CursorZ,
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BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta
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) override
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{
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a_BlockType = m_BlockType;
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a_BlockMeta = YawToMetaData(a_Player.GetYaw());
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return true;
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}
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inline static NIBBLETYPE YawToMetaData(double a_Rotation)
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{
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a_Rotation += 90 + 45; // So its not aligned with axis
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if (a_Rotation > 360)
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{
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a_Rotation -= 360;
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}
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if ((a_Rotation >= 0) && (a_Rotation < 90))
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{
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return E_META_END_PORTAL_FRAME_XM;
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}
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else if ((a_Rotation >= 180) && (a_Rotation < 270))
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{
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return E_META_END_PORTAL_FRAME_XP;
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}
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else if ((a_Rotation >= 90) && (a_Rotation < 180))
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{
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return E_META_END_PORTAL_FRAME_ZM;
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}
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else
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{
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return E_META_END_PORTAL_FRAME_ZP;
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}
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}
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virtual void OnPlaced(cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta) override
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{
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// E_META_END_PORTAL_FRAME_EYE is the bit which signifies the eye of ender is in it.
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// LOG("PortalPlaced, meta %d", a_BlockMeta);
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if ((a_BlockMeta & E_META_END_PORTAL_FRAME_EYE) == E_META_END_PORTAL_FRAME_EYE)
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{
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// LOG("Location is %d %d %d", a_BlockX, a_BlockY, a_BlockZ);
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// Direction is the first two bits, masked by 0x3
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FindAndSetPortal(Vector3i(a_BlockX, a_BlockY, a_BlockZ), a_BlockMeta & 3, a_ChunkInterface, a_WorldInterface);
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}
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}
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/** Returns false if portal cannot be made, true if portal was made. */
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bool FindAndSetPortal(Vector3i a_FirstFrame, NIBBLETYPE a_Direction, cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface)
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{
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/*
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PORTAL FINDING ALGORITH
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=======================
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- Get clicked base block
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- Check diagonally (clockwise) for another portal block
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- if exists, and has eye, Continue. Abort if any are facing the wrong direction.
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- if doesn't exist, check horizontally (the block to the left of this block). Abort if there is no horizontal block.
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- After a corner has been met, traverse the portal clockwise, ensuring valid portal frames connect the rectangle.
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- Track the NorthWest Corner, and the dimensions.
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- If dimensions are valid, create the portal.
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*/
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static_assert((E_META_END_PORTAL_FRAME_ZM - E_META_END_PORTAL_FRAME_XM) == 1, "Should be going clockwise");
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const int MIN_PORTAL_WIDTH = 3;
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const int MAX_PORTAL_WIDTH = 4;
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// Directions to use for the clockwise traversal.
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static const Vector3i Left[] =
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{
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{ 1, 0, 0}, // 0, South, left block is East / XP
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{ 0, 0, 1}, // 1, West, left block is South / ZP
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{-1, 0, 0}, // 2, North, left block is West / XM
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{ 0, 0, -1}, // 3, East, left block is North / ZM
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};
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static const Vector3i LeftForward[] =
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{
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{ 1, 0, 1}, // 0, South, left block is SouthEast / XP ZP
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{-1, 0, 1}, // 1, West, left block is SouthWest / XM ZP
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{-1, 0, -1}, // 2, North, left block is NorthWest / XM ZM
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{ 1, 0, -1}, // 3, East, left block is NorthEast / XP ZM
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};
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int EdgesComplete = -1; // We start search _before_ finding the first edge
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Vector3i NorthWestCorner;
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int EdgeWidth[4] = { 1, 1, 1, 1 };
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NIBBLETYPE CurrentDirection = a_Direction;
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Vector3i CurrentPos = a_FirstFrame;
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// Scan clockwise until we have seen all 4 edges
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while (EdgesComplete < 4)
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{
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// Check if we are at a corner
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Vector3i NextPos = CurrentPos + LeftForward[CurrentDirection];
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if (IsPortalFrame(a_ChunkInterface.GetBlock(NextPos)))
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{
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// We have found the corner, move clockwise to next edge
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if (CurrentDirection == E_META_END_PORTAL_FRAME_XP)
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{
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// We are on the NW (XM, ZM) Corner
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// Relative to the previous frame, the portal should appear to the right of this portal frame.
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NorthWestCorner = NextPos - Left[CurrentDirection];
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}
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if (EdgesComplete == -1)
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{
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// Reset current width, we will revisit it last
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EdgeWidth[CurrentDirection] = 1;
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}
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// Rotate 90 degrees clockwise
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CurrentDirection = (CurrentDirection + 1) % 4;
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EdgesComplete++;
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}
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else
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{
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// We are not at a corner, keep walking the edge
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NextPos = CurrentPos + Left[CurrentDirection];
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EdgeWidth[CurrentDirection]++;
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if (EdgeWidth[CurrentDirection] > MAX_PORTAL_WIDTH)
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{
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// Don't build a portal that is too long.
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return false;
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}
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}
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if (!IsValidFrameAtPos(a_ChunkInterface, NextPos, CurrentDirection))
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{
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// Neither the edge nor the corner are valid portal blocks.
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return false;
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}
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CurrentPos = NextPos;
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}
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if ((EdgeWidth[0] != EdgeWidth[2]) || (EdgeWidth[1] != EdgeWidth[3]))
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{
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// Mismatched Portal Dimensions.
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return false;
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}
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if ((EdgeWidth[0] < MIN_PORTAL_WIDTH) || (EdgeWidth[1] < MIN_PORTAL_WIDTH))
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{
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// Portal too small.
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return false;
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}
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// LOG("NW corner (low corner) %d %d %d", Corner.x, Corner.y, Corner.z);
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// LOG("%d by %d", Width[0], Width[1]);
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for (int i = 0; i < EdgeWidth[0]; i++)
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{
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for (int j = 0; j < EdgeWidth[1]; j++)
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{
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a_ChunkInterface.SetBlock(NorthWestCorner.x + i, NorthWestCorner.y, NorthWestCorner.z + j, E_BLOCK_END_PORTAL, 0);
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// TODO: Create block entity so portal doesn't become invisible on relog.
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}
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}
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return true;
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}
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/** Return true if this block is a portal frame, has an eye, and is facing the correct direction. */
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bool IsValidFrameAtPos(cChunkInterface & a_ChunkInterface, Vector3i a_BlockPos, NIBBLETYPE a_ShouldFace)
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{
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BLOCKTYPE BlockType;
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NIBBLETYPE BlockMeta;
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return (
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a_ChunkInterface.GetBlockTypeMeta(a_BlockPos, BlockType, BlockMeta) &&
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(BlockType == E_BLOCK_END_PORTAL_FRAME) &&
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(BlockMeta == (a_ShouldFace | E_META_END_PORTAL_FRAME_EYE))
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);
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}
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/** Return true if this block is a portal frame. */
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bool IsPortalFrame(BLOCKTYPE BlockType)
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{
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return (BlockType == E_BLOCK_END_PORTAL_FRAME);
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}
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virtual bool IsClickedThrough(void) override
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{
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// TODO: Colision
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return true;
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}
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virtual ColourID GetMapBaseColourID(NIBBLETYPE a_Meta) override
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{
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UNUSED(a_Meta);
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return 27;
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}
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};
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@ -28,6 +28,7 @@
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#include "BlockDropSpenser.h"
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#include "BlockEnchantmentTable.h"
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#include "BlockEnderchest.h"
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#include "BlockEndPortalFrame.h"
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#include "BlockEntity.h"
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#include "BlockFarmland.h"
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#include "BlockFence.h"
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@ -230,6 +231,7 @@ cBlockHandler * cBlockHandler::CreateBlockHandler(BLOCKTYPE a_BlockType)
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case E_BLOCK_DROPPER: return new cBlockDropSpenserHandler (a_BlockType);
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case E_BLOCK_EMERALD_ORE: return new cBlockOreHandler (a_BlockType);
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case E_BLOCK_ENCHANTMENT_TABLE: return new cBlockEnchantmentTableHandler(a_BlockType);
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case E_BLOCK_END_PORTAL_FRAME: return new cBlockEndPortalFrameHandler (a_BlockType);
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case E_BLOCK_ENDER_CHEST: return new cBlockEnderchestHandler (a_BlockType);
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case E_BLOCK_FARMLAND: return new cBlockFarmlandHandler (a_BlockType);
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case E_BLOCK_FENCE: return new cBlockFenceHandler (a_BlockType);
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@ -34,6 +34,7 @@ SET (HDRS
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BlockDropSpenser.h
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BlockEnchantmentTable.h
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BlockEnderchest.h
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BlockEndPortalFrame.h
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BlockEntity.h
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BlockFarmland.h
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BlockFence.h
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59
src/Items/ItemEyeOfEnder.h
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59
src/Items/ItemEyeOfEnder.h
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#pragma once
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#include "ItemHandler.h"
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#include "ItemThrowable.h"
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class cItemEyeOfEnderHandler :
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public cItemThrowableHandler
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{
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typedef cItemThrowableHandler super;
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public:
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cItemEyeOfEnderHandler(void) :
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super(E_ITEM_EYE_OF_ENDER, cProjectileEntity::pkSnowball, 30)
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{
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}
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virtual bool OnItemUse(
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cWorld * a_World, cPlayer * a_Player, cBlockPluginInterface & a_PluginInterface, const cItem & a_Item,
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int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace
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) override
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{
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BLOCKTYPE FacingBlock;
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NIBBLETYPE FacingMeta;
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a_World->GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, FacingBlock, FacingMeta);
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switch (FacingBlock)
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{
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case E_BLOCK_END_PORTAL_FRAME:
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{
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// Fill the portal frame. E_META_END_PORTAL_EYE is the bit for holding the eye of ender.
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if ((FacingMeta & E_META_END_PORTAL_FRAME_EYE) != E_META_END_PORTAL_FRAME_EYE)
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{
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a_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_END_PORTAL_FRAME, FacingMeta | E_META_END_PORTAL_FRAME_EYE);
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if (!a_Player->IsGameModeCreative())
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{
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a_Player->GetInventory().RemoveOneEquippedItem();
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}
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}
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break;
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}
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default:
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{
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// TODO: Create projectile for Eye Of Ender
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// return cItemThrowableHandler::OnItemUse(a_World, a_Player, a_PluginInterface, a_Item, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
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}
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}
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return false;
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}
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} ;
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@ -24,6 +24,7 @@
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#include "ItemDoor.h"
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#include "ItemDye.h"
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#include "ItemEmptyMap.h"
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#include "ItemEyeOfEnder.h"
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#include "ItemFishingRod.h"
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#include "ItemFlowerPot.h"
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#include "ItemFood.h"
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@ -131,6 +132,7 @@ cItemHandler * cItemHandler::CreateItemHandler(int a_ItemType)
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case E_ITEM_EGG: return new cItemEggHandler();
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case E_ITEM_EMPTY_MAP: return new cItemEmptyMapHandler();
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case E_ITEM_ENDER_PEARL: return new cItemEnderPearlHandler();
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case E_ITEM_EYE_OF_ENDER: return new cItemEyeOfEnderHandler();
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case E_ITEM_FIRE_CHARGE: return new cItemLighterHandler(a_ItemType);
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case E_ITEM_FIREWORK_ROCKET: return new cItemFireworkHandler();
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case E_ITEM_FISHING_ROD: return new cItemFishingRodHandler(a_ItemType);
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@ -1,5 +1,5 @@
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// Declares the itemhandlers for throwable items: eggs, snowballs and ender pearls
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// Declares the itemhandlers for throwable items: eggs, snowballs, ender pearls, and eyes of ender.
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#pragma once
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Block a user