#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "HangingEntity.h" #include "ClientHandle.h" #include "Player.h" cHangingEntity::cHangingEntity(eEntityType a_EntityType, eBlockFace a_BlockFace, double a_X, double a_Y, double a_Z) : cEntity(a_EntityType, a_X, a_Y, a_Z, 0.8, 0.8) , m_BlockFace(a_BlockFace) { SetMaxHealth(1); SetHealth(1); } void cHangingEntity::SpawnOn(cClientHandle & a_ClientHandle) { int Dir = 0; // 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 switch (m_BlockFace) { case BLOCK_FACE_ZP: break; // Initialised to zero case BLOCK_FACE_ZM: Dir = 2; break; case BLOCK_FACE_XM: Dir = 1; break; case BLOCK_FACE_XP: Dir = 3; break; default: ASSERT(!"Unhandled block face when trying to spawn item frame!"); return; } if ((Dir == 0) || (Dir == 2)) // Probably a client bug, but two directions are flipped and contrary to the norm, so we do -180 { SetYaw((Dir * 90) - 180); } else { SetYaw(Dir * 90); } a_ClientHandle.SendSpawnObject(*this, 71, Dir, (Byte)GetYaw(), (Byte)GetPitch()); a_ClientHandle.SendEntityMetadata(*this); }