Renamed cWorld::DoExplosiontAt() to cWorld::DoExplosionAt()
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@ -12428,9 +12428,9 @@ static int tolua_AllToLua_cWorld_WakeUpSimulatorsInArea00(lua_State* tolua_S)
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}
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#endif //#ifndef TOLUA_DISABLE
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/* method: DoExplosiontAt of class cWorld */
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#ifndef TOLUA_DISABLE_tolua_AllToLua_cWorld_DoExplosiontAt00
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static int tolua_AllToLua_cWorld_DoExplosiontAt00(lua_State* tolua_S)
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/* method: DoExplosionAt of class cWorld */
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#ifndef TOLUA_DISABLE_tolua_AllToLua_cWorld_DoExplosionAt00
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static int tolua_AllToLua_cWorld_DoExplosionAt00(lua_State* tolua_S)
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{
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#ifndef TOLUA_RELEASE
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tolua_Error tolua_err;
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@ -12458,16 +12458,16 @@ static int tolua_AllToLua_cWorld_DoExplosiontAt00(lua_State* tolua_S)
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eExplosionSource a_Source = ((eExplosionSource) (int) tolua_tonumber(tolua_S,7,0));
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void* a_SourceData = ((void*) tolua_touserdata(tolua_S,8,0));
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#ifndef TOLUA_RELEASE
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if (!self) tolua_error(tolua_S,"invalid 'self' in function 'DoExplosiontAt'", NULL);
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if (!self) tolua_error(tolua_S,"invalid 'self' in function 'DoExplosionAt'", NULL);
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#endif
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{
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self->DoExplosiontAt(a_ExplosionSize,a_BlockX,a_BlockY,a_BlockZ,a_CanCauseFire,a_Source,a_SourceData);
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self->DoExplosionAt(a_ExplosionSize,a_BlockX,a_BlockY,a_BlockZ,a_CanCauseFire,a_Source,a_SourceData);
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}
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}
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return 0;
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#ifndef TOLUA_RELEASE
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tolua_lerror:
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tolua_error(tolua_S,"#ferror in function 'DoExplosiontAt'.",&tolua_err);
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tolua_error(tolua_S,"#ferror in function 'DoExplosionAt'.",&tolua_err);
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return 0;
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#endif
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}
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@ -29808,7 +29808,7 @@ TOLUA_API int tolua_AllToLua_open (lua_State* tolua_S)
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tolua_function(tolua_S,"GetSpawnZ",tolua_AllToLua_cWorld_GetSpawnZ00);
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tolua_function(tolua_S,"WakeUpSimulators",tolua_AllToLua_cWorld_WakeUpSimulators00);
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tolua_function(tolua_S,"WakeUpSimulatorsInArea",tolua_AllToLua_cWorld_WakeUpSimulatorsInArea00);
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tolua_function(tolua_S,"DoExplosiontAt",tolua_AllToLua_cWorld_DoExplosiontAt00);
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tolua_function(tolua_S,"DoExplosionAt",tolua_AllToLua_cWorld_DoExplosionAt00);
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tolua_function(tolua_S,"GetSignLines",tolua_AllToLua_cWorld_GetSignLines00);
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tolua_function(tolua_S,"GrowTree",tolua_AllToLua_cWorld_GrowTree00);
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tolua_function(tolua_S,"GrowTreeFromSapling",tolua_AllToLua_cWorld_GrowTreeFromSapling00);
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@ -56,7 +56,7 @@ void cBlockBedHandler::OnUse(cWorld *a_World, cPlayer *a_Player, int a_BlockX, i
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if (a_World->GetDimension() != dimOverworld)
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{
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Vector3i Coords(a_BlockX, a_BlockY, a_BlockZ);
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a_World->DoExplosiontAt(5, a_BlockX, a_BlockY, a_BlockZ, true, esBed, &Coords);
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a_World->DoExplosionAt(5, a_BlockX, a_BlockY, a_BlockZ, true, esBed, &Coords);
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}
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else
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{
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@ -1562,7 +1562,7 @@ bool cChunkMap::ForEachEntityInChunk(int a_ChunkX, int a_ChunkZ, cEntityCallback
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void cChunkMap::DoExplosiontAt(double a_ExplosionSize, double a_BlockX, double a_BlockY, double a_BlockZ, cVector3iArray & a_BlocksAffected)
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void cChunkMap::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_BlockY, double a_BlockZ, cVector3iArray & a_BlocksAffected)
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{
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// Don't explode if outside of Y range (prevents the following test running into unallocated memory):
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if ((a_BlockY < 0) || (a_BlockY > cChunkDef::Height - 1))
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@ -184,7 +184,7 @@ public:
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bool ForEachEntityInChunk(int a_ChunkX, int a_ChunkZ, cEntityCallback & a_Callback); // Lua-accessible
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/// Destroys and returns a list of blocks destroyed in the explosion at the specified coordinates
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void DoExplosiontAt(double a_ExplosionSize, double a_BlockX, double a_BlockY, double a_BlockZ, cVector3iArray & a_BlockAffected);
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void DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_BlockY, double a_BlockZ, cVector3iArray & a_BlockAffected);
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/// Calls the callback if the entity with the specified ID is found, with the entity object as the callback param. Returns true if entity found and callback returned false.
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bool DoWithEntityByID(int a_UniqueID, cEntityCallback & a_Callback); // Lua-accessible
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@ -52,7 +52,7 @@ void cTNTEntity::Tick(float a_Dt, cChunk & a_Chunk)
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{
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Destroy(true);
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LOGD("BOOM at {%f,%f,%f}", GetPosX(), GetPosY(), GetPosZ());
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m_World->DoExplosiontAt(4.0, GetPosX() + 0.49, GetPosY() + 0.49, GetPosZ() + 0.49, true, esPrimedTNT, this);
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m_World->DoExplosionAt(4.0, GetPosX() + 0.49, GetPosY() + 0.49, GetPosZ() + 0.49, true, esPrimedTNT, this);
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return;
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}
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}
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@ -969,7 +969,7 @@ bool cWorld::ForEachFurnaceInChunk(int a_ChunkX, int a_ChunkZ, cFurnaceCallback
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void cWorld::DoExplosiontAt(double a_ExplosionSize, double a_BlockX, double a_BlockY, double a_BlockZ, bool a_CanCauseFire, eExplosionSource a_Source, void * a_SourceData)
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void cWorld::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_BlockY, double a_BlockZ, bool a_CanCauseFire, eExplosionSource a_Source, void * a_SourceData)
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{
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if (cPluginManager::Get()->CallHookExploding(*this, a_ExplosionSize, a_CanCauseFire, a_BlockX, a_BlockY, a_BlockZ, a_Source, a_SourceData) || (a_ExplosionSize <= 0))
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{
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@ -979,7 +979,7 @@ void cWorld::DoExplosiontAt(double a_ExplosionSize, double a_BlockX, double a_Bl
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// TODO: Add damage to entities, add support for pickups, and implement block hardiness
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Vector3d explosion_pos = Vector3d(a_BlockX, a_BlockY, a_BlockZ);
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cVector3iArray BlocksAffected;
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m_ChunkMap->DoExplosiontAt(a_ExplosionSize, a_BlockX, a_BlockY, a_BlockZ, BlocksAffected);
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m_ChunkMap->DoExplosionAt(a_ExplosionSize, a_BlockX, a_BlockY, a_BlockZ, BlocksAffected);
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BroadcastSoundEffect("random.explode", (int)floor(a_BlockX * 8), (int)floor(a_BlockY * 8), (int)floor(a_BlockZ * 8), 1.0f, 0.6f);
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{
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cCSLock Lock(m_CSPlayers);
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@ -414,13 +414,13 @@ public:
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| esCreeper | cCreeper * |
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| esBed | cVector3i * |
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| esEnderCrystal | Vector3i * |
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| esGhastFireball | TBD |
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| esGhastFireball | cGhastFireballEntity * |
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| esWitherSkullBlack | TBD |
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| esWitherSkullBlue | TBD |
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| esWitherBirth | TBD |
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| esPlugin | void * |
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*/
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void DoExplosiontAt(double a_ExplosionSize, double a_BlockX, double a_BlockY, double a_BlockZ, bool a_CanCauseFire, eExplosionSource a_Source, void * a_SourceData); // tolua_export
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void DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_BlockY, double a_BlockZ, bool a_CanCauseFire, eExplosionSource a_Source, void * a_SourceData); // tolua_export
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/// Calls the callback for the chest at the specified coords; returns false if there's no chest at those coords, true if found
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bool DoWithChestAt (int a_BlockX, int a_BlockY, int a_BlockZ, cChestCallback & a_Callback); // Exported in ManualBindings.cpp
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