allow horse control (still quite buggy)
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2a218b06c2
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68ff0edfde
@ -23,7 +23,8 @@ cHorse::cHorse(int Type, int Color, int Style, int TameTimes) :
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m_Armour(0),
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m_TimesToTame(TameTimes),
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m_TameAttemptTimes(0),
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m_RearTickCount(0)
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m_RearTickCount(0),
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m_Speed(20.0)
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{
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}
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@ -67,6 +68,7 @@ void cHorse::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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}
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else
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{
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// TODO: emit hearts here
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m_bIsTame = true;
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}
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}
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@ -158,3 +160,21 @@ void cHorse::GetDrops(cItems & a_Drops, cEntity * a_Killer)
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void cHorse::InStateIdle(std::chrono::milliseconds a_Dt)
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{
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// If horse is tame and someone is sitting on it, don't walk around
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if ((!m_bIsTame) || (m_Attachee == nullptr))
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{
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super::InStateIdle(a_Dt);
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}
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}
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void cHorse::HandleSpeedFromAttachee(float a_Forward, float a_Sideways)
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{
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super::HandleSpeedFromAttachee(a_Forward * m_Speed, a_Sideways * m_Speed);
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}
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@ -18,6 +18,8 @@ public:
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CLASS_PROTODEF(cHorse)
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virtual void GetDrops(cItems & a_Drops, cEntity * a_Killer = nullptr) override;
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virtual void InStateIdle(std::chrono::milliseconds a_Dt) override;
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virtual void HandleSpeedFromAttachee(float a_Forward, float a_Sideways) override;
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virtual void Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) override;
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virtual void OnRightClicked(cPlayer & a_Player) override;
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@ -42,6 +44,7 @@ private:
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bool m_bHasChest, m_bIsEating, m_bIsRearing, m_bIsMouthOpen, m_bIsTame, m_bIsSaddled;
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int m_Type, m_Color, m_Style, m_Armour, m_TimesToTame, m_TameAttemptTimes, m_RearTickCount;
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float m_Speed;
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} ;
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@ -2486,8 +2486,8 @@ void cProtocol180::HandlePacketSlotSelect(cByteBuffer & a_ByteBuffer)
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void cProtocol180::HandlePacketSteerVehicle(cByteBuffer & a_ByteBuffer)
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{
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HANDLE_READ(a_ByteBuffer, ReadBEFloat, float, Forward);
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HANDLE_READ(a_ByteBuffer, ReadBEFloat, float, Sideways);
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HANDLE_READ(a_ByteBuffer, ReadBEFloat, float, Forward);
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HANDLE_READ(a_ByteBuffer, ReadBEUInt8, UInt8, Flags);
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if ((Flags & 0x2) != 0)
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@ -2495,6 +2495,10 @@ void cProtocol180::HandlePacketSteerVehicle(cByteBuffer & a_ByteBuffer)
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m_Client->HandleUnmount();
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}
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else if ((Flags & 0x1) != 0)
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{
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// jump
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}
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else
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{
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m_Client->HandleSteerVehicle(Forward, Sideways);
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}
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