#pragma once
#include "ItemHandler.h"
#include "ItemThrowable.h"
class cItemEyeOfEnderHandler :
public cItemThrowableHandler
{
typedef cItemThrowableHandler super;
public:
cItemEyeOfEnderHandler(void) :
super(E_ITEM_EYE_OF_ENDER, cProjectileEntity::pkSnowball, 30)
{
}
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
{
BLOCKTYPE FacingBlock;
NIBBLETYPE FacingMeta;
a_World->GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, FacingBlock, FacingMeta);
switch (FacingBlock)
{
case E_BLOCK_END_PORTAL_FRAME:
{
// Fill the portal frame. E_META_END_PORTAL_EYE is the bit for holding the eye of ender.
if ((FacingMeta & E_META_END_PORTAL_FRAME_EYE) != E_META_END_PORTAL_FRAME_EYE)
{
a_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_END_PORTAL_FRAME, FacingMeta | E_META_END_PORTAL_FRAME_EYE);
if (!a_Player->IsGameModeCreative())
{
a_Player->GetInventory().RemoveOneEquippedItem();
}
}
break;
}
default:
{
// TODO: Create projectile for Eye Of Ender
// return cItemThrowableHandler::OnItemUse(a_World, a_Player, a_PluginInterface, a_Item, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
}
}
return false;
}
} ;