2012-06-14 09:06:06 -04:00
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#ifndef _WIN32
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#include <cstdlib>
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#endif
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2012-09-23 18:09:57 -04:00
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#include "Pickup.h"
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#include "ClientHandle.h"
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#include "Inventory.h"
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#include "World.h"
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#include "WaterSimulator.h"
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#include "Server.h"
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#include "Player.h"
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#include "PluginManager.h"
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#include "Item.h"
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#include "Root.h"
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#include "Tracer.h"
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2012-06-14 09:06:06 -04:00
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#include "Vector3d.h"
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#include "Vector3f.h"
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CLASS_DEFINITION( cPickup, cEntity )
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2012-08-24 03:58:26 -04:00
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2012-06-14 09:06:06 -04:00
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cPickup::cPickup(int a_X, int a_Y, int a_Z, const cItem & a_Item, float a_SpeedX /* = 0.f */, float a_SpeedY /* = 0.f */, float a_SpeedZ /* = 0.f */)
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: cEntity( ((double)(a_X))/32, ((double)(a_Y))/32, ((double)(a_Z))/32 )
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, m_Speed( a_SpeedX, a_SpeedY, a_SpeedZ )
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, m_bOnGround( false )
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, m_bReplicated( false )
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, m_Timer( 0.f )
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, m_Item( new cItem( a_Item ) )
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, m_bCollected( false )
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{
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2012-08-24 03:58:26 -04:00
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// LOGD("New pickup: ID(%i) Amount(%i) Health(%i)", m_Item.m_ItemID, m_Item.m_ItemCount, m_Item.m_ItemHealth );
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2012-06-14 09:06:06 -04:00
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m_EntityType = eEntityType_Pickup;
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}
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2012-08-24 03:58:26 -04:00
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cPickup::~cPickup()
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2012-06-14 09:06:06 -04:00
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{
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2012-08-24 03:58:26 -04:00
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delete m_Item;
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}
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2012-06-14 09:06:06 -04:00
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2012-08-24 03:58:26 -04:00
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void cPickup::Initialize(cWorld * a_World)
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{
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super::Initialize(a_World);
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a_World->BroadcastSpawn(*this);
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2012-06-14 09:06:06 -04:00
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}
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2012-08-24 03:58:26 -04:00
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void cPickup::SpawnOn(cClientHandle & a_Client)
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2012-06-14 09:06:06 -04:00
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{
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a_Client.SendPickupSpawn(*this);
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2012-06-14 09:06:06 -04:00
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}
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void cPickup::Tick(float a_Dt)
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{
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m_Timer += a_Dt;
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a_Dt = a_Dt / 1000.f;
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if(m_bCollected)
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{
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if(m_Timer > 500.f) // 0.5 second
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{
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Destroy();
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return;
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}
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}
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if( m_Timer > 1000*60*5 ) // 5 minutes
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{
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Destroy();
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return;
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}
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if( m_Pos.y < 0 ) // Out of this world!
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{
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Destroy();
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return;
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}
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2012-08-19 15:42:32 -04:00
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if (!m_bCollected)
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2012-06-14 09:06:06 -04:00
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{
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2012-08-19 15:42:32 -04:00
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HandlePhysics(a_Dt);
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2012-06-14 09:06:06 -04:00
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}
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2012-08-19 15:42:32 -04:00
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if (!m_bReplicated || m_bDirtyPosition)
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2012-06-14 09:06:06 -04:00
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{
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MoveToCorrectChunk();
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m_bReplicated = true;
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m_bDirtyPosition = false;
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2012-08-19 15:42:32 -04:00
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GetWorld()->BroadcastTeleportEntity(*this);
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2012-06-14 09:06:06 -04:00
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}
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}
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void cPickup::HandlePhysics(float a_Dt)
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{
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m_ResultingSpeed.Set(0.f, 0.f, 0.f);
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cWorld * World = GetWorld();
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if( m_bOnGround ) // check if it's still on the ground
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{
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int BlockX = (m_Pos.x)<0 ? (int)m_Pos.x-1 : (int)m_Pos.x;
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int BlockZ = (m_Pos.z)<0 ? (int)m_Pos.z-1 : (int)m_Pos.z;
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char BlockBelow = World->GetBlock( BlockX, (int)m_Pos.y -1, BlockZ );
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//Not only air, falls through water ;)
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if( BlockBelow == E_BLOCK_AIR || IsBlockWater(BlockBelow))
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{
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m_bOnGround = false;
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}
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char Block = World->GetBlock( BlockX, (int)m_Pos.y - (int)m_bOnGround, BlockZ );
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char BlockIn = World->GetBlock( BlockX, (int)m_Pos.y, BlockZ );
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if( IsBlockLava(Block) || Block == E_BLOCK_FIRE
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|| IsBlockLava(BlockIn) || BlockIn == E_BLOCK_FIRE)
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{
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m_bCollected = true;
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m_Timer = 0;
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return;
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}
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if( BlockIn != E_BLOCK_AIR && !IsBlockWater(BlockIn) ) // If in ground itself, push it out
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{
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m_bOnGround = true;
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m_Pos.y += 0.2;
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m_bReplicated = false;
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}
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m_Speed.x *= 0.7f/(1+a_Dt);
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if( fabs(m_Speed.x) < 0.05 ) m_Speed.x = 0;
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m_Speed.z *= 0.7f/(1+a_Dt);
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if( fabs(m_Speed.z) < 0.05 ) m_Speed.z = 0;
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}
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//get flowing direction
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Direction WaterDir = World->GetWaterSimulator()->GetFlowingDirection((int) m_Pos.x - 1, (int) m_Pos.y, (int) m_Pos.z - 1);
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m_WaterSpeed *= 0.9f; //Keep old speed but lower it
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switch(WaterDir)
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{
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case X_PLUS:
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m_WaterSpeed.x = 1.f;
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m_bOnGround = false;
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break;
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case X_MINUS:
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m_WaterSpeed.x = -1.f;
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m_bOnGround = false;
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break;
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case Z_PLUS:
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m_WaterSpeed.z = 1.f;
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m_bOnGround = false;
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break;
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case Z_MINUS:
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m_WaterSpeed.z = -1.f;
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m_bOnGround = false;
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break;
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default:
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break;
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}
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m_ResultingSpeed += m_WaterSpeed;
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if( !m_bOnGround )
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{
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float Gravity = -9.81f*a_Dt;
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m_Speed.y += Gravity;
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// Set to hit position
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m_ResultingSpeed += m_Speed;
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cTracer Tracer( GetWorld() );
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int Ret = Tracer.Trace( m_Pos, m_Speed, 2 );
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if( Ret ) // Oh noez! we hit something
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{
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if( (Tracer.RealHit - Vector3f(m_Pos)).SqrLength() <= ( m_ResultingSpeed * a_Dt ).SqrLength() )
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{
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m_bReplicated = false; // It's only interesting to replicate when we actually hit something...
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if( Ret == 1 )
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{
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if( Tracer.HitNormal.x != 0.f ) m_Speed.x = 0.f;
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if( Tracer.HitNormal.y != 0.f ) m_Speed.y = 0.f;
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if( Tracer.HitNormal.z != 0.f ) m_Speed.z = 0.f;
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if( Tracer.HitNormal.y > 0 ) // means on ground
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{
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m_bOnGround = true;
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}
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}
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m_Pos = Tracer.RealHit;
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m_Pos += Tracer.HitNormal * 0.2f;
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}
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else
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m_Pos += m_ResultingSpeed*a_Dt;
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}
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else
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{ // We didn't hit anything, so move =]
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m_Pos += m_ResultingSpeed * a_Dt;
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}
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}
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//Usable for debugging
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//SetPosition(m_Pos.x, m_Pos.y, m_Pos.z);
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}
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bool cPickup::CollectedBy( cPlayer* a_Dest )
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{
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2012-08-24 05:49:00 -04:00
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if (m_bCollected)
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{
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return false; // It's already collected!
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}
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2012-06-14 09:06:06 -04:00
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// 800 is to long
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2012-08-24 05:49:00 -04:00
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if (m_Timer < 500.f)
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{
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return false; // Not old enough
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}
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2012-06-14 09:06:06 -04:00
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2012-08-24 05:49:00 -04:00
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if (cRoot::Get()->GetPluginManager()->CallHookCollectPickup(a_Dest, *this))
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{
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return false;
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}
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2012-06-14 09:06:06 -04:00
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2012-08-24 05:49:00 -04:00
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if (a_Dest->GetInventory().AddItem(*m_Item))
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2012-06-14 09:06:06 -04:00
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{
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2012-08-24 05:49:00 -04:00
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m_World->BroadcastCollectPickup(*this, *a_Dest);
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2012-06-14 09:06:06 -04:00
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m_bCollected = true;
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m_Timer = 0;
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return true;
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}
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return false;
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}
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