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#pragma once
#include "ItemHandler.h"
#include "Entities/ItemFrame.h"
#include "../Entities/Player.h"
class cItemItemFrameHandler :
public cItemHandler
{
public:
cItemItemFrameHandler(int a_ItemType)
: cItemHandler(a_ItemType)
{
}
virtual bool OnItemUse(cWorld *a_World, cPlayer *a_Player, const cItem & a_Item, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_Dir) override
{
if (a_Dir == BLOCK_FACE_NONE)
{
// Client sends this if clicked on top or bottom face
return false;
}
AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_Dir); // Make sure block that will be occupied is free
BLOCKTYPE Block = a_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ);
AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_Dir, true); // We want the clicked block, so go back again
if (Block == E_BLOCK_AIR)
{
int Dir = 0;
// The client uses different values for painting directions and block faces. Our constants are for the block faces, so we convert them here to painting faces
switch (a_Dir)
{
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 spawn item frame!"); return false;
}
cItemFrame * ItemFrame = new cItemFrame(Dir, a_BlockX, a_BlockY, a_BlockZ);
ItemFrame->Initialize(a_World);
if (!a_Player->IsGameModeCreative())
{
a_Player->GetInventory().RemoveOneEquippedItem();
}
return true;
}
return false;
}
};
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