- Changed the name of the ProjectileLookVector method.
Note: I still think the new name is unclear. Any other suggestions are welcome.
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@ -198,7 +198,7 @@ void cDispenserEntity::DropSpenseFromSlot(cChunk & a_Chunk, int a_SlotNum)
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void cDispenserEntity::SpawnProjectileFromDispenser(cChunk & a_Chunk, int & a_DispX, int & a_DispY, int & a_DispZ, cProjectileEntity::eKind a_kind)
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{
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Vector3d Angle = GetProjectileLookVector(a_Chunk);
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Vector3d Angle = GetShootVector(a_Chunk);
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cChunk * DispChunk = a_Chunk.GetRelNeighborChunkAdjustCoords(a_DispX, a_DispZ);
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double EntityX = 0.5 + (a_DispX + DispChunk->GetPosX() * cChunkDef::Width);
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@ -209,7 +209,7 @@ void cDispenserEntity::SpawnProjectileFromDispenser(cChunk & a_Chunk, int & a_Di
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Vector3d cDispenserEntity::GetProjectileLookVector(cChunk & a_Chunk)
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Vector3d cDispenserEntity::GetShootVector(cChunk & a_Chunk)
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{
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NIBBLETYPE Meta = a_Chunk.GetMeta(m_RelX, m_PosY, m_RelZ);
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int Direction = 0;
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@ -33,7 +33,7 @@ private:
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void SpawnProjectileFromDispenser(cChunk & a_Chunk, int & a_DispX, int & a_DispY, int & a_DispZ, cProjectileEntity::eKind a_kind);
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// Returns how to aim the projectile
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Vector3d GetProjectileLookVector(cChunk & a_Chunk);
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Vector3d GetShootVector(cChunk & a_Chunk);
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/// If the a_BlockInFront is liquidable and the empty bucket can fit, does the m_Contents processing and returns true
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bool EmptyLiquidBucket(BLOCKTYPE a_BlockInFront, int a_SlotNum);
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