#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "HangingEntity.h" #include "ClientHandle.h" #include "Player.h" cHangingEntity::cHangingEntity(eEntityType a_EntityType, eBlockFace a_Facing, double a_X, double a_Y, double a_Z) : cEntity(a_EntityType, a_X, a_Y, a_Z, 0.8, 0.8), m_Facing(a_Facing) { SetMaxHealth(1); SetHealth(1); } void cHangingEntity::SetFacing(eBlockFace a_Facing) { // Y-based faces are not allowed: switch (a_Facing) { case BLOCK_FACE_NONE: case BLOCK_FACE_YM: case BLOCK_FACE_YP: { LOGWARNING("%s: Invalid facing: %d. Ignoring.", __FUNCTION__, a_Facing); ASSERT(!"Tried to set a bad facing!"); return; } default: break; } m_Facing = a_Facing; } void cHangingEntity::SpawnOn(cClientHandle & a_ClientHandle) { 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_Facing) { case BLOCK_FACE_ZP: Dir = 0; break; case BLOCK_FACE_ZM: Dir = 2; break; case BLOCK_FACE_XM: Dir = 1; break; case BLOCK_FACE_XP: Dir = 3; break; default: { LOGINFO("Invalid facing (%d) in a cHangingEntity at {%d, %d, %d}, adjusting to BLOCK_FACE_XP.", m_Facing, (int)GetPosX(), (int)GetPosY(), (int)GetPosZ() ); Dir = 3; } } 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()); a_ClientHandle.SendEntityMetadata(*this); }