static BlockID RotateOther(Game game, BlockID block, string name, Vector3 offset) { // Fence type blocks if (BlockInfo.FindID(name + "-UD") == -1) { float headY = LocationUpdate.Clamp(game.LocalPlayer.HeadY); if (headY < 45 || (headY >= 135 && headY < 225) || headY > 315) { return(Find(game, block, name + "-WE")); } return(Find(game, block, name + "-NS")); } // Thin pillar type blocks BlockFace face = game.SelectedPos.Face; if (face == BlockFace.YMax || face == BlockFace.YMin) { return(Find(game, block, name + "-UD")); } if (face == BlockFace.XMax || face == BlockFace.XMin) { return(Find(game, block, name + "-WE")); } if (face == BlockFace.ZMax || face == BlockFace.ZMin) { return(Find(game, block, name + "-NS")); } return(block); }
static BlockID RotateDirection(Game game, BlockID block, string name, Vector3 offset) { float headY = LocationUpdate.Clamp(game.LocalPlayer.HeadY); if (headY >= 45 && headY < 135) { return(Find(game, block, name + "-E")); } if (headY >= 135 && headY < 225) { return(Find(game, block, name + "-S")); } if (headY >= 225 && headY < 315) { return(Find(game, block, name + "-W")); } return(Find(game, block, name + "-N")); }