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cuberite-2a/src/Entities/ArrowEntity.h

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// ArrowEntity.h
// Declares the cArrowEntity representing the arrow that has been shot by the player or by a skeleton
#pragma once
#include "ProjectileEntity.h"
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// tolua_begin
class cArrowEntity :
public cProjectileEntity
{
// tolua_end
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using Super = cProjectileEntity;
// tolua_begin
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public:
/** Determines when the arrow can be picked up (depending on player gamemode). Corresponds to the MCA file "pickup" field */
enum ePickupState
{
psNoPickup = 0,
psInSurvivalOrCreative = 1,
psInCreative = 2,
} ;
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// tolua_end
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CLASS_PROTODEF(cArrowEntity)
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/** Creates a new arrow with psNoPickup state and default damage modifier coeff */
cArrowEntity(cEntity * a_Creator, Vector3d a_Pos, Vector3d a_Speed);
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/** Creates a new arrow as shot by a player, initializes it from the player object */
cArrowEntity(cPlayer & a_Player, double a_Force);
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// tolua_begin
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/** Returns whether the arrow can be picked up by players */
ePickupState GetPickupState(void) const { return m_PickupState; }
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/** Sets a new pickup state */
void SetPickupState(ePickupState a_PickupState) { m_PickupState = a_PickupState; }
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/** Returns the damage modifier coeff. */
double GetDamageCoeff(void) const { return m_DamageCoeff; }
/** Sets the damage modifier coeff */
void SetDamageCoeff(double a_DamageCoeff) { m_DamageCoeff = a_DamageCoeff; }
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/** Returns true if the specified player can pick the arrow up */
bool CanPickup(const cPlayer & a_Player) const;
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/** Returns true if the arrow is set as critical */
bool IsCritical(void) const { return m_IsCritical; }
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/** Sets the IsCritical flag */
void SetIsCritical(bool a_IsCritical) { m_IsCritical = a_IsCritical; }
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/** Gets the block arrow is in */
Vector3i GetBlockHit(void) const { return m_HitBlockPos; }
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// tolua_end
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/** Sets the block arrow is in. To be used by the MCA loader only! */
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void SetBlockHit(const Vector3i & a_BlockHit) { m_HitBlockPos = a_BlockHit; }
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protected:
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/** Determines when the arrow can be picked up by players */
ePickupState m_PickupState;
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/** The coefficient applied to the damage that the arrow will deal, based on the bow enchantment. 2.0 for normal arrow */
double m_DamageCoeff;
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/** If true, the arrow deals more damage */
bool m_IsCritical;
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/** Timer for pickup collection animation or five minute timeout */
std::chrono::milliseconds m_Timer;
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/** If true, the arrow is in the process of being collected - don't go to anyone else */
bool m_bIsCollected;
/** Stores the block position that arrow is lodged into, sets m_IsInGround to false if it becomes air */
Vector3i m_HitBlockPos;
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// cProjectileEntity overrides:
virtual void OnHitSolidBlock(Vector3d a_HitPos, eBlockFace a_HitFace) override;
virtual void OnHitEntity(cEntity & a_EntityHit, Vector3d a_HitPos) override;
virtual void CollectedBy(cPlayer & a_Player) override;
virtual void Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) override;
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// cEntity overrides:
virtual bool DoesPreventBlockPlacement(void) const override;
}; // tolua_export