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- Changed the name of the ProjectileLookVector method.

Note: I still think the new name is unclear. Any other suggestions are
welcome.
This commit is contained in:
JoannisO 2014-05-31 16:08:15 +02:00
parent ab633c8bd6
commit b436359237
2 changed files with 3 additions and 3 deletions

View File

@ -198,7 +198,7 @@ void cDispenserEntity::DropSpenseFromSlot(cChunk & a_Chunk, int a_SlotNum)
void cDispenserEntity::SpawnProjectileFromDispenser(cChunk & a_Chunk, int & a_DispX, int & a_DispY, int & a_DispZ, cProjectileEntity::eKind a_kind)
{
Vector3d Angle = GetProjectileLookVector(a_Chunk);
Vector3d Angle = GetShootVector(a_Chunk);
cChunk * DispChunk = a_Chunk.GetRelNeighborChunkAdjustCoords(a_DispX, a_DispZ);
double EntityX = 0.5 + (a_DispX + DispChunk->GetPosX() * cChunkDef::Width);
@ -209,7 +209,7 @@ void cDispenserEntity::SpawnProjectileFromDispenser(cChunk & a_Chunk, int & a_Di
Vector3d cDispenserEntity::GetProjectileLookVector(cChunk & a_Chunk)
Vector3d cDispenserEntity::GetShootVector(cChunk & a_Chunk)
{
NIBBLETYPE Meta = a_Chunk.GetMeta(m_RelX, m_PosY, m_RelZ);
int Direction = 0;

View File

@ -33,7 +33,7 @@ private:
void SpawnProjectileFromDispenser(cChunk & a_Chunk, int & a_DispX, int & a_DispY, int & a_DispZ, cProjectileEntity::eKind a_kind);
// Returns how to aim the projectile
Vector3d GetProjectileLookVector(cChunk & a_Chunk);
Vector3d GetShootVector(cChunk & a_Chunk);
/// If the a_BlockInFront is liquidable and the empty bucket can fit, does the m_Contents processing and returns true
bool EmptyLiquidBucket(BLOCKTYPE a_BlockInFront, int a_SlotNum);