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[1.7.2] Upon placing a block all blocks of same type rotate to face player


Thornack

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I wish to add a direction to my block based off of which way the Player is facing (like the furnace). My block is a BlockPC and I have it rendering fine with  custom model and upon being placed it is placed to face the player. However upon placing a new block of the same type while facing a different direction, all other blocks of this type that were previously placed in the world rotate to face the new direction rather than remaining in their originally placed positions. I am not sure how to fix this. Here is my code:

 

 

 

BlockPC.java

public class BlockPC extends BlockContainer {

public BlockPC(Material material) {
	super(material);
	this.setHardness(3.0f);
	this.setResistance(5.0f);
	this.setStepSound(soundTypeGrass);
	this.setBlockBounds(0F, 0F, 0F,1F,1.25F,1F);
	this.setCreativeTab(CommonProxy.soccerTab);

}


 public void onBlockPlacedBy(World world, int i, int j, int k, EntityLiving entityliving)
     {
             int l = MathHelper.floor_double((double)((entityliving.rotationYaw * 4F) / 360F) + 2.5D) & 3;
             world.setBlockMetadataWithNotify(i, j, k, l, 2);
             System.out.println(l);
     }


public boolean isOpaqueCube(){
return false;
}

public boolean renderAsNormalBlock(){
return false;
}

@Override
public int getRenderType(){
int id;
id = RenderingRegistry.getNextAvailableRenderId();
return id;
}
@Override
public TileEntity createNewTileEntity(World world, int var2) {
	return new TileEntityPC();
}

 @Override
    public void onBlockPlacedBy(World world, int i, int j, int k, EntityLivingBase entityliving, ItemStack itemStack)
    {
        int facing = MathHelper.floor_double((double) ((entityliving.rotationYaw * 4F) / 360F) + 0.5D) & 3;
        int newFacing = 0;
        if (facing == 0)
        {
        	newFacing = 2;
        }
        if (facing == 1)
        {
        	newFacing = 5;
        }
        if (facing == 2)
        {
        	newFacing = 3;
        }
        if (facing == 3)
        {
        	newFacing = 4;
        }
        TileEntity tileEntity = world.getTileEntity(i, j, k);
        if (tileEntity != null && tileEntity instanceof TileEntityPC)
        {
        	TileEntityPC tileEntityPC = (TileEntityPC) tileEntity;
        	tileEntityPC.setFacingDirection(newFacing);
            world.markBlockForUpdate(i, j, k);
        }
    }

@SideOnly(Side.CLIENT)
public void registerBlockIcons(IIconRegister iconRegister) {
	this.blockIcon = iconRegister.registerIcon(Soccer.modid + ":"
			+ this.getUnlocalizedName().substring(5));
}

}

 

TileEntityPC.java

public class TileEntityPC extends TileEntity{

private static int facingDirection;

public static int getFacingDirection()
    {
        return facingDirection;
    }

public void setFacingDirection(int par1)
    {
        this.facingDirection = par1;
    }

 @Override
    public Packet getDescriptionPacket()
    {
        NBTTagCompound tag = new NBTTagCompound();
        writeToNBT(tag);
        return new S35PacketUpdateTileEntity(xCoord, yCoord, zCoord, 1, tag);
    }

    @Override
    public void onDataPacket(NetworkManager net, S35PacketUpdateTileEntity packet)
    {
        readFromNBT(packet.func_148857_g());
    }

@Override
    public void readFromNBT(NBTTagCompound nbttagcompound)
    {
        super.readFromNBT(nbttagcompound);  
        facingDirection = nbttagcompound.getInteger("facingDirection");
    }

    @Override
    public void writeToNBT(NBTTagCompound nbttagcompound)
    {
        super.writeToNBT(nbttagcompound);
        nbttagcompound.setInteger("facingDirection", facingDirection);
    }
}

 

BlockRenderPC.java

public class BlockRenderPC extends TileEntitySpecialRenderer{

private static final ResourceLocation texture = new ResourceLocation("soccer:textures/blocks/blockPC.png");
private BlockModelPC modelPC;

public BlockRenderPC() {
	this.modelPC = new BlockModelPC();
}

@Override
public void renderTileEntityAt(TileEntity tileentity, double x, double y,
		double z, float f) {

	GL11.glPushMatrix(); 	
        GL11.glTranslatef((float) x + 0.5F, (float) y + 1.5F, (float) z + 0.5F);
        this.bindTexture(texture);
        //Rotates model, as for some reason it is initially upside (180 = angle, 1.0F at end = about z axis)
        GL11.glRotatef(180, 0.0F, 0.0F, 1.0F);
         int facing = TileEntityPC.getFacingDirection();
        int k = 0;
        //South
        if (facing == 2) {
            k = 0;
        }
        //North
        if (facing == 3) {
            k = 180;
        }
        //East
        if (facing == 4) {
            k = -90;
        }
        //West
        if (facing == 5) {
            k = 90;
        }
        //Rotates model on the spot, depending on direction, making the front always to player) (k = angle, 1.0F in middle = about y axis)
        GL11.glRotatef(k, 0.0F, 1.0F, 0.0F);
        GL11.glDisable(GL11.GL_CULL_FACE);
        GL11.glEnable(GL11.GL_ALPHA_TEST);
        this.modelPC.render((Entity)null, 0.0F, 0.0F, -0.1F, 0.0F, 0.0F, 0.0625F);
        GL11.glPopMatrix();
	}


protected ResourceLocation getBlockTexture(Block PC) {
	return this.texture;
}

}

 

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