Entity.h: Moved constants out of some unnamed enum
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@ -128,20 +128,20 @@ public:
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esFireworkExploding = 17,
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} ;
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enum
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{
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FIRE_TICKS_PER_DAMAGE = 10, ///< How many ticks to wait between damaging an entity when it stands in fire
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FIRE_DAMAGE = 1, ///< How much damage to deal when standing in fire
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LAVA_TICKS_PER_DAMAGE = 10, ///< How many ticks to wait between damaging an entity when it stands in lava
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LAVA_DAMAGE = 5, ///< How much damage to deal when standing in lava
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BURN_TICKS_PER_DAMAGE = 20, ///< How many ticks to wait between damaging an entity when it is burning
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BURN_DAMAGE = 1, ///< How much damage to deal when the entity is burning
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BURN_TICKS = 200, ///< How long to keep an entity burning after it has stood in lava / fire
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MAX_AIR_LEVEL = 300, ///< Maximum air an entity can have
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DROWNING_TICKS = 20, ///< Number of ticks per heart of damage
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VOID_BOUNDARY = -46, ///< At what position Y to begin applying void damage
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FALL_DAMAGE_HEIGHT = 4 ///< At what position Y fall damage is applied
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} ;
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static const int FIRE_TICKS_PER_DAMAGE = 10; ///< Ticks to wait between damaging an entity when it stands in fire
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static const int FIRE_DAMAGE = 1; ///< Damage to deal when standing in fire
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static const int LAVA_TICKS_PER_DAMAGE = 10; ///< Ticks to wait between damaging an entity when it stands in lava
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static const int LAVA_DAMAGE = 5; ///< Damage to deal when standing in lava
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static const int BURN_TICKS_PER_DAMAGE = 20; ///< Ticks to wait between damaging an entity when it is burning
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static const int BURN_DAMAGE = 1; ///< Damage to deal when the entity is burning
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static const int BURN_TICKS = 200; ///< Ticks to keep an entity burning after it has stood in lava / fire
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static const int MAX_AIR_LEVEL = 300; ///< Maximum air an entity can have
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static const int DROWNING_TICKS = 20; ///< Number of ticks per heart of damage
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static const int VOID_BOUNDARY = -46; ///< Y position to begin applying void damage
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static const int FALL_DAMAGE_HEIGHT = 4; ///< Y difference after which fall damage is applied
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cEntity(eEntityType a_EntityType, double a_X, double a_Y, double a_Z, double a_Width, double a_Height);
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virtual ~cEntity();
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