Add mixins for blocks that rotate based on player yaw at placement
Also add observer block handler.
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@@ -14,9 +14,9 @@
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class cBlockDropSpenserHandler :
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public cMetaRotator<cBlockEntityHandler, 0x07, 0x02, 0x05, 0x03, 0x04>
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public cPitchYawRotator<cBlockEntityHandler>
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{
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using super = cMetaRotator<cBlockEntityHandler, 0x07, 0x02, 0x05, 0x03, 0x04>;
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using super = cPitchYawRotator<cBlockEntityHandler>;
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public:
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@@ -29,24 +29,6 @@ public:
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virtual bool GetPlacementBlockTypeMeta(
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cChunkInterface & a_ChunkInterface, cPlayer & a_Player,
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int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace,
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int a_CursorX, int a_CursorY, int a_CursorZ,
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BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta
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) override
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{
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a_BlockType = m_BlockType;
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// FIXME: Do not use cPiston class for dispenser placement!
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a_BlockMeta = cBlockPistonHandler::RotationPitchToMetaData(a_Player.GetYaw(), a_Player.GetPitch());
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return true;
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}
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virtual cItems ConvertToPickups(NIBBLETYPE a_BlockMeta, cBlockEntity * a_BlockEntity, const cEntity * a_Digger, const cItem * a_Tool) override
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{
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cItems res(cItem(m_BlockType, 1));
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@@ -62,24 +44,6 @@ public:
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virtual NIBBLETYPE MetaMirrorXZ(NIBBLETYPE a_Meta) override
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{
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// Bit 0x08 is a flag. Lowest three bits are position.
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NIBBLETYPE OtherMeta = a_Meta & 0x08;
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// Mirrors defined by a table. (Source, minecraft.gamepedia.com)
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switch (a_Meta & 0x07)
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{
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case 0x00: return 0x01 + OtherMeta; // Down -> Up
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case 0x01: return 0x00 + OtherMeta; // Up -> Down
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}
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// Not Facing Up or Down; No change.
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return a_Meta;
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}
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virtual ColourID GetMapBaseColourID(NIBBLETYPE a_Meta) override
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{
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UNUSED(a_Meta);
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