b2138b132c
Chain-reaction TNTs are spawned in proper coordinates (FS #390) Centralized Primed TNT entity spawning and made available to the plugins. Internal changes for better TNT performance. git-svn-id: http://mc-server.googlecode.com/svn/trunk@1604 0a769ca7-a7f5-676a-18bf-c427514a06d6
57 lines
1.2 KiB
C++
57 lines
1.2 KiB
C++
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#pragma once
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#include "ItemHandler.h"
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#include "../World.h"
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#include "../Player.h"
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#include "../TNTEntity.h"
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class cItemLighterHandler :
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public cItemHandler
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{
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public:
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cItemLighterHandler(int a_ItemType) :
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cItemHandler(a_ItemType)
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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_BlockFace) override
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{
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if (a_BlockFace < 0)
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{
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return false;
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}
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a_Player->UseEquippedItem();
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switch (a_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ))
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{
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case E_BLOCK_TNT:
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{
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// Activate the TNT:
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a_World->BroadcastSoundEffect("random.fuse", a_BlockX * 8, a_BlockY * 8, a_BlockZ * 8, 0.5f, 0.6f);
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a_World->SpawnPrimedTNT(a_BlockX + 0.5, a_BlockY + 0.5, a_BlockZ + 0.5, 4); // 4 seconds to boom
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a_World->SetBlock(a_BlockX,a_BlockY,a_BlockZ, E_BLOCK_AIR, 0);
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break;
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}
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default:
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{
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// Light a fire next to the block:
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AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
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a_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_FIRE, 0);
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break;
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}
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}
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return false;
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}
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} ;
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