Fixed confusion over Item Frame directions
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@@ -726,24 +726,10 @@ void cNBTChunkSerializer::AddProjectileEntity(cProjectileEntity * a_Projectile)
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void cNBTChunkSerializer::AddHangingEntity(cHangingEntity * a_Hanging)
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{
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m_Writer.AddInt("TileX", a_Hanging->GetBlockX());
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m_Writer.AddInt("TileY", a_Hanging->GetBlockY());
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m_Writer.AddInt("TileZ", a_Hanging->GetBlockZ());
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switch (a_Hanging->GetFacing())
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{
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case BLOCK_FACE_XM: m_Writer.AddByte("Facing", 1); break;
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case BLOCK_FACE_XP: m_Writer.AddByte("Facing", 3); break;
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case BLOCK_FACE_ZM: m_Writer.AddByte("Facing", 2); break;
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case BLOCK_FACE_ZP: m_Writer.AddByte("Facing", 0); break;
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case BLOCK_FACE_YM:
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case BLOCK_FACE_YP:
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case BLOCK_FACE_NONE:
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{
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// These directions are invalid, but they may have been previously loaded, so keep them.
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break;
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}
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}
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m_Writer.AddInt("TileX", FloorC(a_Hanging->GetPosX()));
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m_Writer.AddInt("TileY", FloorC(a_Hanging->GetPosY()));
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m_Writer.AddInt("TileZ", FloorC(a_Hanging->GetPosZ()));
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m_Writer.AddByte("Facing", a_Hanging->GetProtocolFacing());
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}
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