83 lines
1.7 KiB
C++
83 lines
1.7 KiB
C++
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "HangingEntity.h"
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#include "ClientHandle.h"
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#include "Player.h"
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cHangingEntity::cHangingEntity(eEntityType a_EntityType, eBlockFace a_Facing, double a_X, double a_Y, double a_Z) :
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cEntity(a_EntityType, a_X, a_Y, a_Z, 0.8, 0.8),
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m_Facing(a_Facing)
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{
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SetMaxHealth(1);
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SetHealth(1);
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}
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void cHangingEntity::SetFacing(eBlockFace a_Facing)
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{
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// Y-based faces are not allowed:
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switch (a_Facing)
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{
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case BLOCK_FACE_NONE:
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case BLOCK_FACE_YM:
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case BLOCK_FACE_YP:
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{
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LOGWARNING("%s: Invalid facing: %d. Ignoring.", __FUNCTION__, a_Facing);
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ASSERT(!"Tried to set a bad facing!");
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return;
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}
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default: break;
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}
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m_Facing = a_Facing;
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}
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void cHangingEntity::SpawnOn(cClientHandle & a_ClientHandle)
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{
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int Dir = 0;
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// 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
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switch (m_Facing)
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{
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case BLOCK_FACE_ZP: Dir = 0; break;
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case BLOCK_FACE_ZM: Dir = 2; break;
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case BLOCK_FACE_XM: Dir = 1; break;
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case BLOCK_FACE_XP: Dir = 3; break;
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default:
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{
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LOGINFO("Invalid facing (%d) in a cHangingEntity at {%d, %d, %d}, adjusting to BLOCK_FACE_XP.",
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m_Facing, (int)GetPosX(), (int)GetPosY(), (int)GetPosZ()
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);
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Dir = 3;
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}
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}
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if ((Dir == 0) || (Dir == 2)) // Probably a client bug, but two directions are flipped and contrary to the norm, so we do -180
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{
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SetYaw((Dir * 90) - 180);
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}
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else
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{
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SetYaw(Dir * 90);
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}
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a_ClientHandle.SendSpawnObject(*this, 71, Dir, (Byte)GetYaw(), (Byte)GetPitch());
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a_ClientHandle.SendEntityMetadata(*this);
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}
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