487f9a2aa9
Refactored all cBlockHandler and cItemHandler descendants to use Vector3.
67 lines
1.4 KiB
C++
67 lines
1.4 KiB
C++
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#pragma once
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#include "ItemHandler.h"
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#include "ItemThrowable.h"
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class cItemEyeOfEnderHandler:
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public cItemThrowableHandler
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{
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using Super = cItemThrowableHandler;
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public:
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cItemEyeOfEnderHandler():
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Super(E_ITEM_EYE_OF_ENDER, cProjectileEntity::pkSnowball, 30)
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{
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}
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virtual bool OnItemUse(
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cWorld * a_World, cPlayer * a_Player, cBlockPluginInterface & a_PluginInterface, const cItem & a_Item,
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const Vector3i a_ClickedBlockPos,
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eBlockFace a_ClickedBlockFace
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) override
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{
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// Try to fill an End Portal Frame block:
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if (a_ClickedBlockFace != BLOCK_FACE_NONE)
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{
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BLOCKTYPE FacingBlock;
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NIBBLETYPE FacingMeta;
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a_World->GetBlockTypeMeta(a_ClickedBlockPos, FacingBlock, FacingMeta);
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if (FacingBlock == E_BLOCK_END_PORTAL_FRAME)
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{
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// Fill the portal frame. E_META_END_PORTAL_EYE is the bit for holding the eye of ender.
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if ((FacingMeta & E_META_END_PORTAL_FRAME_EYE) != E_META_END_PORTAL_FRAME_EYE)
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{
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a_World->SetBlock(a_ClickedBlockPos, E_BLOCK_END_PORTAL_FRAME, FacingMeta | E_META_END_PORTAL_FRAME_EYE);
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if (!a_Player->IsGameModeCreative())
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{
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a_Player->GetInventory().RemoveOneEquippedItem();
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}
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return true;
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}
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}
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return false;
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}
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// TODO: Create projectile for Eye Of Ender
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// return Super::OnItemUse(a_World, a_Player, a_PluginInterface, a_Item, a_ClickedBlockPos, a_ClickedBlockFace);
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return false;
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}
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} ;
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