General fixes [SEE DESC]
* Fixed faulty block face enumeration and functions + Added fireworks and exp bottle spawning * Fixed arrows again
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@ -59,20 +59,20 @@ enum
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enum eBlockFace
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{
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BLOCK_FACE_NONE = -1, // Interacting with no block face - swinging the item in the air
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BLOCK_FACE_XM = 5, // Interacting with the X- face of the block
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BLOCK_FACE_XP = 4, // Interacting with the X+ face of the block
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BLOCK_FACE_XM = 4, // Interacting with the X- face of the block
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BLOCK_FACE_XP = 5, // Interacting with the X+ face of the block
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BLOCK_FACE_YM = 0, // Interacting with the Y- face of the block
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BLOCK_FACE_YP = 1, // Interacting with the Y+ face of the block
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BLOCK_FACE_ZM = 3, // Interacting with the Z- face of the block
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BLOCK_FACE_ZP = 2, // Interacting with the Z+ face of the block
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BLOCK_FACE_ZM = 2, // Interacting with the Z- face of the block
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BLOCK_FACE_ZP = 3, // Interacting with the Z+ face of the block
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// Synonyms using the (deprecated) world directions:
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BLOCK_FACE_BOTTOM = BLOCK_FACE_YM, // Interacting with the bottom face of the block
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BLOCK_FACE_TOP = BLOCK_FACE_YP, // Interacting with the top face of the block
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BLOCK_FACE_NORTH = BLOCK_FACE_ZP, // Interacting with the northern face of the block
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BLOCK_FACE_SOUTH = BLOCK_FACE_ZM, // Interacting with the southern face of the block
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BLOCK_FACE_WEST = BLOCK_FACE_XP, // Interacting with the western face of the block
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BLOCK_FACE_EAST = BLOCK_FACE_XM, // Interacting with the eastern face of the block
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BLOCK_FACE_NORTH = BLOCK_FACE_ZM, // Interacting with the northern face of the block
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BLOCK_FACE_SOUTH = BLOCK_FACE_ZP, // Interacting with the southern face of the block
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BLOCK_FACE_WEST = BLOCK_FACE_XM, // Interacting with the western face of the block
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BLOCK_FACE_EAST = BLOCK_FACE_XP, // Interacting with the eastern face of the block
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} ;
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@ -305,12 +305,12 @@ inline void AddFaceDirection(int & a_BlockX, int & a_BlockY, int & a_BlockZ, cha
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{
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switch (a_BlockFace)
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{
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case BLOCK_FACE_BOTTOM: a_BlockY--; break;
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case BLOCK_FACE_TOP: a_BlockY++; break;
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case BLOCK_FACE_EAST: a_BlockX++; break;
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case BLOCK_FACE_WEST: a_BlockX--; break;
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case BLOCK_FACE_NORTH: a_BlockZ--; break;
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case BLOCK_FACE_SOUTH: a_BlockZ++; break;
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case BLOCK_FACE_YP: a_BlockY++; break;
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case BLOCK_FACE_YM: a_BlockY--; break;
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case BLOCK_FACE_ZM: a_BlockZ--; break;
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case BLOCK_FACE_ZP: a_BlockZ++; break;
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case BLOCK_FACE_XP: a_BlockX++; break;
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case BLOCK_FACE_XM: a_BlockX--; break;
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default:
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{
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LOGWARNING("%s: Unknown face: %d", __FUNCTION__, a_BlockFace);
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@ -323,12 +323,12 @@ inline void AddFaceDirection(int & a_BlockX, int & a_BlockY, int & a_BlockZ, cha
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{
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switch (a_BlockFace)
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{
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case BLOCK_FACE_BOTTOM: a_BlockY++; break;
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case BLOCK_FACE_TOP: a_BlockY--; break;
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case BLOCK_FACE_EAST: a_BlockX--; break;
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case BLOCK_FACE_WEST: a_BlockX++; break;
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case BLOCK_FACE_NORTH: a_BlockZ++; break;
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case BLOCK_FACE_SOUTH: a_BlockZ--; break;
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case BLOCK_FACE_YP: a_BlockY--; break;
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case BLOCK_FACE_YM: a_BlockY++; break;
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case BLOCK_FACE_ZM: a_BlockZ++; break;
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case BLOCK_FACE_ZP: a_BlockZ--; break;
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case BLOCK_FACE_XP: a_BlockX--; break;
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case BLOCK_FACE_XM: a_BlockX++; break;
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default:
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{
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LOGWARNING("%s: Unknown inv face: %d", __FUNCTION__, a_BlockFace);
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@ -230,6 +230,8 @@ cProjectileEntity * cProjectileEntity::Create(eKind a_Kind, cEntity * a_Creator,
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case pkSnowball: return new cThrownSnowballEntity (a_Creator, a_X, a_Y, a_Z, Speed);
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case pkGhastFireball: return new cGhastFireballEntity (a_Creator, a_X, a_Y, a_Z, Speed);
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case pkFireCharge: return new cFireChargeEntity (a_Creator, a_X, a_Y, a_Z, Speed);
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case pkExpBottle: return new cExpBottleEntity (a_Creator, a_X, a_Y, a_Z, Speed);
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case pkFirework: return new cFireworkEntity (a_Creator, a_X, a_Y, a_Z );
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// TODO: the rest
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}
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@ -446,29 +448,19 @@ bool cArrowEntity::CanPickup(const cPlayer & a_Player) const
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void cArrowEntity::OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace)
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{
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if (a_HitFace == BLOCK_FACE_NONE) { return; }
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super::OnHitSolidBlock(a_HitPos, a_HitFace);
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int a_X = (int)a_HitPos.x, a_Y = (int)a_HitPos.y, a_Z = (int)a_HitPos.z;
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// Projectiles mistakenly think a face faces the direction a player faces when looking directly at said face
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// This therefore breaks YP & YM of AddFaceDirection - see #350 for more details
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switch (a_HitFace)
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{
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case BLOCK_FACE_NONE: break; // Block tracer sometimes returns this, in this case, the coords will be correct
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case BLOCK_FACE_YP:
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{
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a_Y--;
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break;
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}
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case BLOCK_FACE_XM: // Strangely, bounding boxes / block tracers return the actual block for these two directions, so AddFace not needed
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case BLOCK_FACE_YM:
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{
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a_Y++;
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break;
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}
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default:
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{
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AddFaceDirection(a_X, a_Y, a_Z, a_HitFace);
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break;
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}
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default: AddFaceDirection(a_X, a_Y, a_Z, a_HitFace, true);
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}
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m_HitBlockPos = Vector3i(a_X, a_Y, a_Z);
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@ -672,6 +664,104 @@ void cThrownSnowballEntity::OnHitSolidBlock(const Vector3d & a_HitPos, char a_Hi
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cBottleOEnchantingEntity :
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cExpBottleEntity::cExpBottleEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d & a_Speed) :
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super(pkExpBottle, a_Creator, a_X, a_Y, a_Z, 0.25, 0.25)
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{
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SetSpeed(a_Speed);
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}
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void cExpBottleEntity::OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace)
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{
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// TODO: Spawn experience orbs
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Destroy();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cFireworkEntity :
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cFireworkEntity::cFireworkEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z) :
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super(pkFirework, a_Creator, a_X, a_Y, a_Z, 0.25, 0.25)
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{
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}
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void cFireworkEntity::OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace)
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{
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if ((a_HitFace != BLOCK_FACE_BOTTOM) && (a_HitFace != BLOCK_FACE_NONE))
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{
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return;
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}
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SetSpeed(0, 0, 0);
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SetPosition(GetPosX(), GetPosY() - 0.5, GetPosZ());
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std::cout << a_HitPos.x << " " << a_HitPos.y << " " << a_HitPos.z << std::endl;
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m_IsInGround = true;
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BroadcastMovementUpdate();
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}
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void cFireworkEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
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{
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if (m_IsInGround)
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{
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if (a_Chunk.GetBlock((int)GetPosX(), (int)GetPosY() + 1, (int)GetPosZ()) == E_BLOCK_AIR)
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{
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m_IsInGround = false;
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}
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else
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{
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return;
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}
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}
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Vector3d PerTickSpeed = GetSpeed() / 20;
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Vector3d Pos = GetPosition();
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// Trace the tick's worth of movement as a line:
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Vector3d NextPos = Pos + PerTickSpeed;
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cProjectileTracerCallback TracerCallback(this);
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if (!cLineBlockTracer::Trace(*m_World, TracerCallback, Pos, NextPos))
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{
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// Something has been hit, abort all other processing
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return;
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}
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// The tracer also checks the blocks for slowdown blocks - water and lava - and stores it for later in its SlowdownCoeff
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// Update the position:
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SetPosition(NextPos);
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// Add slowdown and gravity effect to the speed:
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Vector3d NewSpeed(GetSpeed());
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NewSpeed.y += 2;
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NewSpeed *= TracerCallback.GetSlowdownCoeff();
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SetSpeed(NewSpeed);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cGhastFireballEntity :
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@ -34,6 +34,7 @@ public:
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pkEnderPearl = 65,
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pkExpBottle = 75,
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pkSplashPotion = 73,
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pkFirework = 76,
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pkWitherSkull = 66,
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pkFishingFloat = 90,
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} ;
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@ -159,6 +160,7 @@ protected:
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/// Timer for pickup collection animation or five minute timeout
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float m_Timer;
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/// Timer for client arrow position confirmation via TeleportEntity
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float m_HitGroundTimer;
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/// If true, the arrow is in the process of being collected - don't go to anyone else
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@ -262,6 +264,59 @@ protected:
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class cExpBottleEntity :
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public cProjectileEntity
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{
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typedef cProjectileEntity super;
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public:
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// tolua_end
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CLASS_PROTODEF(cExpBottleEntity);
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cExpBottleEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d & a_Speed);
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protected:
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// cProjectileEntity overrides:
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virtual void OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace) override;
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// tolua_begin
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};
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class cFireworkEntity :
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public cProjectileEntity
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{
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typedef cProjectileEntity super;
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public:
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// tolua_end
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CLASS_PROTODEF(cFireworkEntity);
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cFireworkEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z);
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protected:
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// cProjectileEntity overrides:
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virtual void OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace) override;
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virtual void HandlePhysics(float a_Dt, cChunk & a_Chunk) override;
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// tolua_begin
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};
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class cGhastFireballEntity :
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public cProjectileEntity
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{
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@ -90,6 +90,7 @@ cItemHandler *cItemHandler::CreateItemHandler(int a_ItemType)
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case E_BLOCK_WOOL: return new cItemClothHandler(a_ItemType);
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case E_ITEM_BED: return new cItemBedHandler(a_ItemType);
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case E_ITEM_BOAT: return new cItemBoatHandler(a_ItemType);
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case E_ITEM_BOTTLE_O_ENCHANTING: return new cItemBottleOEnchantingHandler();
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case E_ITEM_BOW: return new cItemBowHandler;
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case E_ITEM_BREWING_STAND: return new cItemBrewingStandHandler(a_ItemType);
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case E_ITEM_CAULDRON: return new cItemCauldronHandler(a_ItemType);
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@ -97,6 +98,7 @@ cItemHandler *cItemHandler::CreateItemHandler(int a_ItemType)
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case E_ITEM_DYE: return new cItemDyeHandler(a_ItemType);
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case E_ITEM_EGG: return new cItemEggHandler();
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case E_ITEM_ENDER_PEARL: return new cItemEnderPearlHandler();
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case E_ITEM_FIREWORK_ROCKET: return new cItemFireworkHandler();
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case E_ITEM_FLINT_AND_STEEL: return new cItemLighterHandler(a_ItemType);
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case E_ITEM_FLOWER_POT: return new cItemFlowerPotHandler(a_ItemType);
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case E_ITEM_REDSTONE_DUST: return new cItemRedstoneDustHandler(a_ItemType);
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@ -94,3 +94,47 @@ public:
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class cItemBottleOEnchantingHandler :
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public cItemThrowableHandler
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{
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typedef cItemThrowableHandler super;
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public:
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cItemBottleOEnchantingHandler(void) :
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super(E_ITEM_BOTTLE_O_ENCHANTING, cProjectileEntity::pkExpBottle, 10)
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{
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}
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};
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class cItemFireworkHandler :
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public cItemThrowableHandler
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{
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typedef cItemThrowableHandler super;
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public:
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cItemFireworkHandler(void) :
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super(E_ITEM_FIREWORK_ROCKET, cProjectileEntity::pkFirework, 0)
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{
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}
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virtual bool OnItemUse(cWorld * a_World, cPlayer * a_Player, const cItem & a_Item, int a_BlockX, int a_BlockY, int a_BlockZ, char a_Dir) override
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{
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if (a_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ) == E_BLOCK_AIR)
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{
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return false;
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}
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if (!a_Player->IsGameModeCreative())
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{
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a_Player->GetInventory().RemoveOneEquippedItem();
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}
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a_World->CreateProjectile(a_BlockX + 0.5, a_BlockY + 1, a_BlockZ + 0.5, m_ProjectileKind, a_Player, 0);
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return true;
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}
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};
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