fix: item frames & paintings
now to finish all the blockstates..
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@@ -67,6 +67,7 @@ shared_ptr<HangingEntity> HangingEntityItem::createEntity(Level *level, int x, i
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if (eType == eTYPE_PAINTING)
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{
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shared_ptr<Painting> painting = std::make_shared<Painting>(level, x, y, z, dir);
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painting->placedByPlayer = true;
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#ifndef _CONTENT_PACKAGE
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if (app.DebugArtToolsOn() && auxValue > 0)
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@@ -84,6 +85,8 @@ shared_ptr<HangingEntity> HangingEntityItem::createEntity(Level *level, int x, i
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else if (eType == eTYPE_ITEM_FRAME)
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{
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shared_ptr<ItemFrame> itemFrame = std::make_shared<ItemFrame>(level, x, y, z, dir);
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itemFrame->placedByPlayer = true;
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itemFrame->setDir(dir);
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return dynamic_pointer_cast<HangingEntity> (itemFrame);
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}
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