Fixed server sided issue with Attractor Array
Added Movement Array, and helped generalize the Arrays a bit more
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parent
22c1f0db55
commit
1836fc742d
11 changed files with 130 additions and 13 deletions
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@ -6,6 +6,7 @@ import java.util.List;
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import net.minecraft.entity.player.EntityPlayer;
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import net.minecraft.item.Item;
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import net.minecraft.item.ItemStack;
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import net.minecraft.tileentity.TileEntity;
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import net.minecraft.util.EnumActionResult;
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import net.minecraft.util.EnumFacing;
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import net.minecraft.util.EnumHand;
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@ -21,6 +22,7 @@ import WayofTime.bloodmagic.BloodMagic;
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import WayofTime.bloodmagic.api.Constants;
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import WayofTime.bloodmagic.client.IVariantProvider;
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import WayofTime.bloodmagic.registry.ModBlocks;
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import WayofTime.bloodmagic.tile.TileAlchemyArray;
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import WayofTime.bloodmagic.util.helper.TextHelper;
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public class ItemArcaneAshes extends Item implements IVariantProvider
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@ -49,7 +51,14 @@ public class ItemArcaneAshes extends Item implements IVariantProvider
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{
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if (!world.isRemote)
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{
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EnumFacing rotation = EnumFacing.fromAngle(player.getRotationYawHead());
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world.setBlockState(newPos, ModBlocks.alchemyArray.getDefaultState());
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TileEntity tile = world.getTileEntity(newPos);
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if (tile instanceof TileAlchemyArray)
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{
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((TileAlchemyArray) tile).setRotation(rotation);
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}
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stack.damageItem(1, player);
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}
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