Add mixins for blocks that rotate based on player yaw at placement
Also add observer block handler.
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@@ -9,9 +9,9 @@
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class cBlockFenceGateHandler :
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public cClearMetaOnDrop<cMetaRotator<cBlockHandler, 0x03, 0x02, 0x03, 0x00, 0x01, true>>
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public cClearMetaOnDrop<cYawRotator<cBlockHandler, 0x03, 0x02, 0x03, 0x00, 0x01>>
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{
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using super = cClearMetaOnDrop<cMetaRotator<cBlockHandler, 0x03, 0x02, 0x03, 0x00, 0x01, true>>;
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using super = cClearMetaOnDrop<cYawRotator<cBlockHandler, 0x03, 0x02, 0x03, 0x00, 0x01>>;
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public:
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@@ -20,22 +20,10 @@ public:
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{
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}
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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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a_BlockMeta = PlayerYawToMetaData(a_Player.GetYaw());
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return true;
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}
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virtual bool OnUse(cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, cPlayer & a_Player, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace, int a_CursorX, int a_CursorY, int a_CursorZ) override
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{
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NIBBLETYPE OldMetaData = a_ChunkInterface.GetBlockMeta({a_BlockX, a_BlockY, a_BlockZ});
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NIBBLETYPE NewMetaData = PlayerYawToMetaData(a_Player.GetYaw());
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NIBBLETYPE NewMetaData = YawToMetaData(a_Player.GetYaw());
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OldMetaData ^= 4; // Toggle the gate
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if ((OldMetaData & 1) == (NewMetaData & 1))
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@@ -62,34 +50,6 @@ public:
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return true;
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}
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/** Converts the player's yaw to placed gate's blockmeta */
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inline static NIBBLETYPE PlayerYawToMetaData(double a_Yaw)
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{
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ASSERT((a_Yaw >= -180) && (a_Yaw < 180));
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a_Yaw += 360 + 45;
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if (a_Yaw > 360)
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{
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a_Yaw -= 360;
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}
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if ((a_Yaw >= 0) && (a_Yaw < 90))
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{
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return 0x0;
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}
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else if ((a_Yaw >= 180) && (a_Yaw < 270))
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{
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return 0x2;
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}
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else if ((a_Yaw >= 90) && (a_Yaw < 180))
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{
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return 0x1;
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}
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else
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{
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return 0x3;
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}
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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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