#pragma once #include "ItemHandler.h" #include "Entities/ItemFrame.h" #include "../Entities/Player.h" class cItemItemFrameHandler : public cItemHandler { public: cItemItemFrameHandler(int a_ItemType) : cItemHandler(a_ItemType) { } 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 { if ((a_BlockFace == BLOCK_FACE_NONE) || (a_BlockFace == BLOCK_FACE_YP) || (a_BlockFace == BLOCK_FACE_YM)) { // Client sends this if clicked on top or bottom face return false; } AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace); // Make sure block that will be occupied is free BLOCKTYPE Block = a_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ); AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, true); // We want the clicked block, so go back again if (Block == E_BLOCK_AIR) { auto ItemFrame = cpp14::make_unique(a_BlockFace, a_BlockX, a_BlockY, a_BlockZ); auto ItemFramePtr = ItemFrame.get(); if (!ItemFramePtr->Initialize(std::move(ItemFrame), *a_World)) { return false; } if (!a_Player->IsGameModeCreative()) { a_Player->GetInventory().RemoveOneEquippedItem(); } return true; } return false; } };