Fixed server sided issue with Attractor Array

Added Movement Array, and helped generalize the Arrays a bit more
This commit is contained in:
WayofTime 2016-06-29 07:43:04 -04:00
parent 22c1f0db55
commit 1836fc742d
11 changed files with 130 additions and 13 deletions

View file

@ -6,6 +6,7 @@ import java.util.List;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.EnumActionResult;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.EnumHand;
@ -21,6 +22,7 @@ import WayofTime.bloodmagic.BloodMagic;
import WayofTime.bloodmagic.api.Constants;
import WayofTime.bloodmagic.client.IVariantProvider;
import WayofTime.bloodmagic.registry.ModBlocks;
import WayofTime.bloodmagic.tile.TileAlchemyArray;
import WayofTime.bloodmagic.util.helper.TextHelper;
public class ItemArcaneAshes extends Item implements IVariantProvider
@ -49,7 +51,14 @@ public class ItemArcaneAshes extends Item implements IVariantProvider
{
if (!world.isRemote)
{
EnumFacing rotation = EnumFacing.fromAngle(player.getRotationYawHead());
world.setBlockState(newPos, ModBlocks.alchemyArray.getDefaultState());
TileEntity tile = world.getTileEntity(newPos);
if (tile instanceof TileAlchemyArray)
{
((TileAlchemyArray) tile).setRotation(rotation);
}
stack.damageItem(1, player);
}