24a8456f79
The algorithm was designed so All portals must be facing the center, no matter which block had the eye inserted in last. Note: Still need to create a block entity so that portals don't become invisible when you relog. Addresses part of #3445 Fixes #3695
60 lines
1.3 KiB
C++
60 lines
1.3 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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typedef cItemThrowableHandler super;
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public:
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cItemEyeOfEnderHandler(void) :
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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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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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BLOCKTYPE FacingBlock;
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NIBBLETYPE FacingMeta;
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a_World->GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, FacingBlock, FacingMeta);
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switch (FacingBlock)
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{
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case 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_BlockX, a_BlockY, a_BlockZ, 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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}
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break;
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}
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default:
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{
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// TODO: Create projectile for Eye Of Ender
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// return cItemThrowableHandler::OnItemUse(a_World, a_Player, a_PluginInterface, a_Item, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
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}
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}
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return false;
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}
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} ;
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