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Made the ESD always only drop its first slot. Fixes https://github.com/Ellpeck/ActuallyAdditions/issues/11
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1 changed files with 25 additions and 1 deletions
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@ -15,16 +15,19 @@ import cpw.mods.fml.relauncher.SideOnly;
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import ellpeck.actuallyadditions.ActuallyAdditions;
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import ellpeck.actuallyadditions.inventory.GuiHandler;
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import ellpeck.actuallyadditions.tile.TileEntityInputter;
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import ellpeck.actuallyadditions.tile.TileEntityInventoryBase;
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import ellpeck.actuallyadditions.util.INameableItem;
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import ellpeck.actuallyadditions.util.ModUtil;
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import ellpeck.actuallyadditions.util.StringUtil;
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import net.minecraft.block.Block;
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import net.minecraft.block.material.Material;
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import net.minecraft.client.renderer.texture.IIconRegister;
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import net.minecraft.entity.item.EntityItem;
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import net.minecraft.entity.player.EntityPlayer;
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import net.minecraft.item.EnumRarity;
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import net.minecraft.item.ItemBlock;
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import net.minecraft.item.ItemStack;
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import net.minecraft.nbt.NBTTagCompound;
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import net.minecraft.tileentity.TileEntity;
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import net.minecraft.util.IIcon;
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import net.minecraft.world.World;
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@ -75,7 +78,28 @@ public class BlockInputter extends BlockContainerBase implements INameableItem{
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@Override
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public void breakBlock(World world, int x, int y, int z, Block block, int par6){
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this.dropInventory(world, x, y, z);
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if(!world.isRemote){
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TileEntity tile = world.getTileEntity(x, y, z);
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if(tile instanceof TileEntityInventoryBase){
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TileEntityInventoryBase tileEntity = (TileEntityInventoryBase)tile;
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Random rand = new Random();
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ItemStack itemStack = tileEntity.getStackInSlot(0);
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if(itemStack != null && itemStack.stackSize > 0){
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float dX = rand.nextFloat()*0.8F+0.1F;
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float dY = rand.nextFloat()*0.8F+0.1F;
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float dZ = rand.nextFloat()*0.8F+0.1F;
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EntityItem entityItem = new EntityItem(world, x+dX, y+dY, z+dZ, itemStack.copy());
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if(itemStack.hasTagCompound()) entityItem.getEntityItem().setTagCompound((NBTTagCompound)itemStack.getTagCompound().copy());
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float factor = 0.05F;
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entityItem.motionX = rand.nextGaussian()*factor;
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entityItem.motionY = rand.nextGaussian()*factor+0.2F;
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entityItem.motionZ = rand.nextGaussian()*factor;
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world.spawnEntityInWorld(entityItem);
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itemStack.stackSize = 0;
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}
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}
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}
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super.breakBlock(world, x, y, z, block, par6);
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}
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