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#pragma once
#include "ItemHandler.h"
#include "ItemThrowable.h"
class cItemEyeOfEnderHandler:
public cItemThrowableHandler
{
using Super = cItemThrowableHandler;
public:
cItemEyeOfEnderHandler():
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,
const Vector3i a_ClickedBlockPos,
eBlockFace a_ClickedBlockFace
) override
{
// Try to fill an End Portal Frame block:
if (a_ClickedBlockFace != BLOCK_FACE_NONE)
{
BLOCKTYPE FacingBlock;
NIBBLETYPE FacingMeta;
a_World->GetBlockTypeMeta(a_ClickedBlockPos, FacingBlock, FacingMeta);
if (FacingBlock == 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_ClickedBlockPos, E_BLOCK_END_PORTAL_FRAME, FacingMeta | E_META_END_PORTAL_FRAME_EYE);
if (!a_Player->IsGameModeCreative())
{
a_Player->GetInventory().RemoveOneEquippedItem();
}
return true;
}
}
return false;
}
// TODO: Create projectile for Eye Of Ender
// return Super::OnItemUse(a_World, a_Player, a_PluginInterface, a_Item, a_ClickedBlockPos, a_ClickedBlockFace);
return false;
}
} ;
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