#pragma once #include "ItemHandler.h" #include "ItemThrowable.h" class cItemEyeOfEnderHandler : public cItemThrowableHandler { typedef cItemThrowableHandler super; public: cItemEyeOfEnderHandler(void) : super(E_ITEM_EYE_OF_ENDER, cProjectileEntity::pkSnowball, 30) { } virtual bool OnItemUse( cWorld * a_World, cPlayer * a_Player, cBlockPluginInterface & a_PluginInterface, const cItem & a_Item, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace ) override { BLOCKTYPE FacingBlock; NIBBLETYPE FacingMeta; a_World->GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, FacingBlock, FacingMeta); switch (FacingBlock) { case E_BLOCK_END_PORTAL_FRAME: { // Fill the portal frame. E_META_END_PORTAL_EYE is the bit for holding the eye of ender. if ((FacingMeta & E_META_END_PORTAL_FRAME_EYE) != E_META_END_PORTAL_FRAME_EYE) { a_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_END_PORTAL_FRAME, FacingMeta | E_META_END_PORTAL_FRAME_EYE); if (!a_Player->IsGameModeCreative()) { a_Player->GetInventory().RemoveOneEquippedItem(); } } break; } default: { // TODO: Create projectile for Eye Of Ender // return cItemThrowableHandler::OnItemUse(a_World, a_Player, a_PluginInterface, a_Item, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace); } } return false; } } ;