de8e5ea8e4
Ref.: #1857.
64 lines
1.3 KiB
C++
64 lines
1.3 KiB
C++
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#pragma once
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#include "ItemHandler.h"
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#include "Entities/ItemFrame.h"
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#include "../Entities/Player.h"
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class cItemItemFrameHandler :
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public cItemHandler
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{
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public:
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cItemItemFrameHandler(int a_ItemType)
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: cItemHandler(a_ItemType)
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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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int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace
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) override
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{
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if ((a_BlockFace == BLOCK_FACE_NONE) || (a_BlockFace == BLOCK_FACE_YP) || (a_BlockFace == BLOCK_FACE_YM))
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{
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// Client sends this if clicked on top or bottom face
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return false;
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}
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AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace); // Make sure block that will be occupied is free
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BLOCKTYPE Block = a_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ);
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AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, true); // We want the clicked block, so go back again
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if (Block == E_BLOCK_AIR)
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{
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cItemFrame * ItemFrame = new cItemFrame(a_BlockFace, a_BlockX, a_BlockY, a_BlockZ);
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if (!ItemFrame->Initialize(*a_World))
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{
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delete ItemFrame;
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ItemFrame = nullptr;
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return false;
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}
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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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return false;
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}
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};
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