Create Ender Portal with Eyes of Ender (#4126)
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
This commit is contained in:
@@ -24,6 +24,7 @@
|
||||
#include "ItemDoor.h"
|
||||
#include "ItemDye.h"
|
||||
#include "ItemEmptyMap.h"
|
||||
#include "ItemEyeOfEnder.h"
|
||||
#include "ItemFishingRod.h"
|
||||
#include "ItemFlowerPot.h"
|
||||
#include "ItemFood.h"
|
||||
@@ -131,6 +132,7 @@ cItemHandler * cItemHandler::CreateItemHandler(int a_ItemType)
|
||||
case E_ITEM_EGG: return new cItemEggHandler();
|
||||
case E_ITEM_EMPTY_MAP: return new cItemEmptyMapHandler();
|
||||
case E_ITEM_ENDER_PEARL: return new cItemEnderPearlHandler();
|
||||
case E_ITEM_EYE_OF_ENDER: return new cItemEyeOfEnderHandler();
|
||||
case E_ITEM_FIRE_CHARGE: return new cItemLighterHandler(a_ItemType);
|
||||
case E_ITEM_FIREWORK_ROCKET: return new cItemFireworkHandler();
|
||||
case E_ITEM_FISHING_ROD: return new cItemFishingRodHandler(a_ItemType);
|
||||
|
||||
Reference in New Issue
Block a user