Add anvil direction.
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src/Blocks/BlockAnvil.h
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63
src/Blocks/BlockAnvil.h
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#pragma once
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#include "BlockHandler.h"
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#include "../World.h"
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#include "../Entities/Player.h"
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class cBlockAnvilHandler :
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public cBlockHandler
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{
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public:
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cBlockAnvilHandler(BLOCKTYPE a_BlockType)
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: cBlockHandler(a_BlockType)
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{
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}
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virtual void ConvertToPickups(cItems & a_Pickups, NIBBLETYPE a_BlockMeta) override
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{
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a_Pickups.push_back(cItem(E_BLOCK_ANVIL, 1, a_BlockMeta));
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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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int Direction = (int)floor(a_Player->GetYaw() * 4.0 / 360.0 + 0.5) & 0x3;
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int RawMeta = a_BlockMeta >> 2;
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Direction++;
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Direction %= 4;
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switch (Direction)
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{
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case 0: a_BlockMeta = 0x2 | RawMeta << 2; break;
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case 1: a_BlockMeta = 0x3 | RawMeta << 2; break;
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case 2: a_BlockMeta = 0x0 | RawMeta << 2; break;
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case 3: a_BlockMeta = 0x1 | RawMeta << 2; break;
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default:
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{
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return false;
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}
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}
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return true;
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}
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virtual bool IsUseable() override
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{
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return true;
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}
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} ;
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@ -6,6 +6,7 @@
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#include "../Root.h"
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#include "../Root.h"
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#include "../Bindings/PluginManager.h"
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#include "../Bindings/PluginManager.h"
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#include "../Chunk.h"
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#include "../Chunk.h"
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#include "BlockAnvil.h"
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#include "BlockBed.h"
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#include "BlockBed.h"
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#include "BlockBrewingStand.h"
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#include "BlockBrewingStand.h"
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#include "BlockButton.h"
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#include "BlockButton.h"
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@ -85,6 +86,7 @@ cBlockHandler * cBlockHandler::CreateBlockHandler(BLOCKTYPE a_BlockType)
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// Block handlers, alphabetically sorted:
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// Block handlers, alphabetically sorted:
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case E_BLOCK_ACACIA_WOOD_STAIRS: return new cBlockStairsHandler (a_BlockType);
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case E_BLOCK_ACACIA_WOOD_STAIRS: return new cBlockStairsHandler (a_BlockType);
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case E_BLOCK_ACTIVATOR_RAIL: return new cBlockRailHandler (a_BlockType);
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case E_BLOCK_ACTIVATOR_RAIL: return new cBlockRailHandler (a_BlockType);
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case E_BLOCK_ANVIL: return new cBlockAnvilHandler (a_BlockType);
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case E_BLOCK_BED: return new cBlockBedHandler (a_BlockType);
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case E_BLOCK_BED: return new cBlockBedHandler (a_BlockType);
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case E_BLOCK_BIRCH_WOOD_STAIRS: return new cBlockStairsHandler (a_BlockType);
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case E_BLOCK_BIRCH_WOOD_STAIRS: return new cBlockStairsHandler (a_BlockType);
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case E_BLOCK_BREWING_STAND: return new cBlockBrewingStandHandler (a_BlockType);
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case E_BLOCK_BREWING_STAND: return new cBlockBrewingStandHandler (a_BlockType);
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@ -1497,7 +1497,15 @@ void cWSSAnvil::LoadHangingFromNBT(cHangingEntity & a_Hanging, const cParsedNBT
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int Direction = a_NBT.FindChildByName(a_TagIdx, "Direction");
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int Direction = a_NBT.FindChildByName(a_TagIdx, "Direction");
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if (Direction > 0)
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if (Direction > 0)
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{
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{
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a_Hanging.SetDirection(static_cast<eBlockFace>((int)a_NBT.GetByte(Direction)));
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Direction = (int)a_NBT.GetByte(Direction);
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if ((Direction < 0) || (Direction > 5))
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{
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a_Hanging.SetDirection(BLOCK_FACE_NORTH);
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}
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else
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{
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a_Hanging.SetDirection(static_cast<eBlockFace>(Direction));
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}
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}
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}
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else
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else
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{
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{
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