diff --git a/src/main/java/fr/moribus/imageonmap/ui/SplatterMapManager.java b/src/main/java/fr/moribus/imageonmap/ui/SplatterMapManager.java index 2fb4596..a179037 100644 --- a/src/main/java/fr/moribus/imageonmap/ui/SplatterMapManager.java +++ b/src/main/java/fr/moribus/imageonmap/ui/SplatterMapManager.java @@ -226,32 +226,39 @@ abstract public class SplatterMapManager { } //Rotation management relative to player rotation the default position is North, when on ceiling we flipped the rotation frame.setItem(new ItemStackBuilder(Material.FILLED_MAP).nbt(ImmutableMap.of("map", id)).craftItem()); - frame.setRotation(Rotation.CLOCKWISE); - switch(bf) { - case NORTH: - if(frame.getFacing()==BlockFace.DOWN){ - rot = rot.rotateClockwise(); - rot = rot.rotateClockwise(); - } - frame.setRotation(rot); - break; - case EAST: - rot = rot.rotateClockwise(); - frame.setRotation(rot); - break; - case SOUTH: - if(frame.getFacing()==BlockFace.UP){ - rot = rot.rotateClockwise(); - rot = rot.rotateClockwise(); - } - frame.setRotation(rot); - break; - case WEST: - rot = rot.rotateCounterClockwise(); - frame.setRotation(rot); - break; + if(i==0){//First map need to be rotate one time CounterClockwise + rot=rot.rotateCounterClockwise(); } + switch (bf) { + case NORTH: + if (frame.getFacing() == BlockFace.DOWN) { + rot = rot.rotateClockwise(); + rot = rot.rotateClockwise(); + } + frame.setRotation(rot); + break; + case EAST: + rot = rot.rotateClockwise(); + frame.setRotation(rot); + break; + case SOUTH: + if (frame.getFacing() == BlockFace.UP) { + rot = rot.rotateClockwise(); + rot = rot.rotateClockwise(); + } + frame.setRotation(rot); + break; + case WEST: + rot = rot.rotateCounterClockwise(); + frame.setRotation(rot); + break; + } + + + + + MapInitEvent.initMap(id); i++; }