Added a few basic fields to cProjectileEntity and cArrowEntity.
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@ -16,6 +16,7 @@
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cProjectileEntity::cProjectileEntity(eKind a_Kind, cEntity * a_Creator, double a_X, double a_Y, double a_Z, double a_Width, double a_Height) :
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super(etProjectile, a_X, a_Y, a_Z, a_Width, a_Height),
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m_ProjectileKind(a_Kind),
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m_Creator(a_Creator)
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{
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}
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@ -26,6 +27,7 @@ cProjectileEntity::cProjectileEntity(eKind a_Kind, cEntity * a_Creator, double a
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cProjectileEntity::cProjectileEntity(eKind a_Kind, cEntity * a_Creator, const Vector3d & a_Pos, const Vector3d & a_Speed, double a_Width, double a_Height) :
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super(etProjectile, a_Pos.x, a_Pos.y, a_Pos.z, a_Width, a_Height),
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m_ProjectileKind(a_Kind),
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m_Creator(a_Creator)
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{
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SetSpeed(a_Speed);
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@ -57,13 +59,39 @@ cProjectileEntity * cProjectileEntity::Create(eKind a_Kind, cEntity * a_Creator,
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AString cProjectileEntity::GetMCAClassName(void) const
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{
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switch (m_ProjectileKind)
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{
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case pkArrow: return "Arrow";
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case pkSnowball: return "Snowball";
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case pkEgg: return "Egg";
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case pkGhastFireball: return "Fireball";
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case pkFireCharge: return "SmallFireball";
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case pkEnderPearl: return "ThrownEnderPearl";
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case pkExpBottle: return "ThrownExpBottle";
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case pkSplashPotion: return "ThrownPotion";
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case pkWitherSkull: return "WitherSkull";
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case pkFishingFloat: return ""; // Unknown, perhaps MC doesn't save this?
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}
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ASSERT(!"Unhandled projectile entity kind!");
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return "";
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cArrowEntity:
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cArrowEntity::cArrowEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d a_Speed) :
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super(pkArrow, a_Creator, a_X, a_Y, a_Z, 0.5, 0.5)
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super(pkArrow, a_Creator, a_X, a_Y, a_Z, 0.5, 0.5),
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m_PickupState(psNoPickup),
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m_DamageCoeff(2)
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{
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SetSpeed(a_Speed);
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SetMass(0.1);
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}
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@ -29,8 +29,8 @@ public:
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pkArrow = 60,
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pkSnowball = 61,
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pkEgg = 62,
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pkGhastFireball = 63, // TODO: Unverified TypeID, check this in ProtoProxy
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pkFireCharge = 64, // TODO: Unverified TypeID, check this in ProtoProxy
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pkGhastFireball = 63,
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pkFireCharge = 64,
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pkEnderPearl = 65,
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pkExpBottle = 75,
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pkSplashPotion = 73,
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@ -50,14 +50,26 @@ public:
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// tolua_begin
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/// Returns the kind of the projectile (fast class identification)
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eKind GetProjectileKind(void) const { return m_ProjectileKind; }
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/// Returns the entity who created this projectile; may be NULL
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cEntity * GetCreator(void) { return m_Creator; }
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/// Returns the string that is used as the entity type (class name) in MCA files
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AString GetMCAClassName(void) const;
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/// Returns true if the projectile has hit the ground and is stuck there
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bool IsInGround(void) const { return m_IsInGround; }
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protected:
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eKind m_Kind;
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eKind m_ProjectileKind;
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/// The entity who has created this projectile; may be NULL (e. g. for dispensers)
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cEntity * m_Creator;
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/// True if the projectile has hit the ground and is stuck there
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bool m_IsInGround;
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} ;
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@ -70,13 +82,42 @@ class cArrowEntity :
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typedef cProjectileEntity super;
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public:
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/// Determines when the arrow can be picked up (depending on player gamemode). Corresponds to the MCA file "pickup" field
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enum ePickupState
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{
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psNoPickup = 0,
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psInSurvivalOrCreative = 1,
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psInCreative = 2,
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} ;
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// tolua_end
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/// Creates a new arrow with psNoPickup state and default damage modifier coeff
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cArrowEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d a_Speed);
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/// Returns whether the arrow can be picked up by players
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ePickupState GetPickupState(void) const { return m_PickupState; }
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/// Sets a new pickup state
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void SetPickupState(ePickupState a_PickupState) { m_PickupState = a_PickupState; }
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/// Returns the damage modifier coeff.
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double GetDamageCoeff(void) const { return m_DamageCoeff; }
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/// Sets the damage modifier coeff
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void SetDamageCoeff(double a_DamageCoeff) { m_DamageCoeff = a_DamageCoeff; }
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/// Returns true if the specified player can pick the arrow up
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bool CanPickup(const cPlayer & a_Player) const;
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protected:
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/// Determines when the arrow can be picked up by players
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ePickupState m_PickupState;
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/// The coefficient applied to the damage that the arrow will deal, based on the bow enchantment. 2.0 for normal arrow
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double m_DamageCoeff;
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// cEntity overrides:
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virtual void SpawnOn(cClientHandle & a_Client) override;
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