7593707713
Also changed cEntity rotation datatype to double git-svn-id: http://mc-server.googlecode.com/svn/trunk@1262 0a769ca7-a7f5-676a-18bf-c427514a06d6
452 lines
6.7 KiB
C++
452 lines
6.7 KiB
C++
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "Entity.h"
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#include "World.h"
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#include "Server.h"
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#include "Root.h"
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#include "Vector3d.h"
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#include "Matrix4f.h"
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#include "ReferenceManager.h"
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#include "ClientHandle.h"
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int cEntity::m_EntityCount = 0;
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cCriticalSection cEntity::m_CSCount;
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cEntity::cEntity(eEntityType a_EntityType, double a_X, double a_Y, double a_Z)
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: m_UniqueID(0)
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, m_AttachedTo(NULL)
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, m_Attachee(NULL)
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, m_Referencers(new cReferenceManager(cReferenceManager::RFMNGR_REFERENCERS))
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, m_References(new cReferenceManager(cReferenceManager::RFMNGR_REFERENCES))
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, m_ChunkX(0)
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, m_ChunkY(0)
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, m_ChunkZ(0)
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, m_Pos(a_X, a_Y, a_Z)
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, m_bDirtyPosition(true)
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, m_bDirtyOrientation(true)
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, m_bDestroyed(false)
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, m_EntityType(a_EntityType)
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, m_World(NULL)
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, m_bRemovedFromChunk(false)
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, m_FireDamageInterval(0.f)
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, m_BurnPeriod(0.f)
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{
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cCSLock Lock(m_CSCount);
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m_EntityCount++;
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m_UniqueID = m_EntityCount;
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}
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cEntity::~cEntity()
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{
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LOGD("Deleting entity %d at pos {%.2f, %.2f, %.2f} ~ [%d, %d]; ptr %p",
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m_UniqueID,
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m_Pos.x, m_Pos.y, m_Pos.z,
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(int)(m_Pos.x / cChunkDef::Width), (int)(m_Pos.z / cChunkDef::Width),
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this
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);
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if (m_AttachedTo != NULL)
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{
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Detach();
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}
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if (m_Attachee != NULL)
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{
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m_Attachee->Detach();
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}
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if (!m_bDestroyed || !m_bRemovedFromChunk)
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{
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LOGERROR("ERROR: Entity deallocated without being destroyed %i or unlinked %i", m_bDestroyed, m_bRemovedFromChunk);
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ASSERT(!"Entity deallocated without being destroyed or unlinked");
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}
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delete m_Referencers;
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delete m_References;
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}
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const char * cEntity::GetClass(void) const
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{
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return "cEntity";
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}
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const char * cEntity::GetClassStatic(void)
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{
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return "cEntity";
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}
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const char * cEntity::GetParentClass(void) const
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{
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return "";
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}
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void cEntity::Initialize(cWorld * a_World)
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{
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m_World = a_World;
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m_World->AddEntity(this);
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MoveToCorrectChunk(true);
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}
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void cEntity::WrapRotation()
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{
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while (m_Rot.x > 180.f) m_Rot.x-=360.f; // Wrap it
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while (m_Rot.x < -180.f) m_Rot.x+=360.f;
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while (m_Rot.y > 180.f) m_Rot.y-=360.f;
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while (m_Rot.y < -180.f) m_Rot.y+=360.f;
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}
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void cEntity::MoveToCorrectChunk(bool a_bIgnoreOldChunk)
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{
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if (!m_World)
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{
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// This is normal for entities being currently loaded
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return;
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}
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int ChunkX = 0, ChunkY = 0, ChunkZ = 0;
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cWorld::BlockToChunk((int)m_Pos.x, (int)m_Pos.y, (int)m_Pos.z, ChunkX, ChunkY, ChunkZ);
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if (!a_bIgnoreOldChunk && (m_ChunkX == ChunkX) && (m_ChunkY == ChunkY) && (m_ChunkZ == ChunkZ))
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{
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return;
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}
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class cMover :
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public cClientDiffCallback
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{
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virtual void Removed(cClientHandle * a_Client) override
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{
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if (m_IgnoreOldChunk)
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{
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return;
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}
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a_Client->SendDestroyEntity(*m_Entity);
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}
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virtual void Added(cClientHandle * a_Client) override
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{
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m_Entity->SpawnOn(*a_Client);
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}
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bool m_IgnoreOldChunk;
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cEntity * m_Entity;
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public:
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cMover(cEntity * a_Entity, bool a_IgnoreOldChunk) :
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m_IgnoreOldChunk(a_IgnoreOldChunk),
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m_Entity(a_Entity)
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{}
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} Mover(this, a_bIgnoreOldChunk);
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m_World->CompareChunkClients(m_ChunkX, m_ChunkY, m_ChunkZ, ChunkX, ChunkY, ChunkZ, Mover);
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m_World->MoveEntityToChunk(this, ChunkX, ChunkY, ChunkZ);
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m_ChunkX = ChunkX;
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m_ChunkY = ChunkY;
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m_ChunkZ = ChunkZ;
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}
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void cEntity::Destroy()
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{
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if (m_bDestroyed)
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{
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return;
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}
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if (!m_bRemovedFromChunk)
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{
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RemoveFromChunk();
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}
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m_World->BroadcastDestroyEntity(*this);
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m_bDestroyed = true;
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Destroyed();
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}
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void cEntity::RemoveFromChunk(void)
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{
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if (m_World == NULL)
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{
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return;
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}
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m_World->RemoveEntityFromChunk(this, m_ChunkX, m_ChunkY, m_ChunkZ);
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m_bRemovedFromChunk = true;
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}
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void cEntity::Tick(float a_Dt, MTRand & a_TickRandom)
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{
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UNUSED(a_TickRandom);
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if (m_AttachedTo != NULL)
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{
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if ((m_Pos - m_AttachedTo->GetPosition()).Length() > 0.5)
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{
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SetPosition(m_AttachedTo->GetPosition());
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}
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}
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else
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{
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HandlePhysics(a_Dt);
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}
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}
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void cEntity::AttachTo(cEntity * a_AttachTo)
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{
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if (m_AttachedTo == a_AttachTo)
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{
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// Already attached to that entity, nothing to do here
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return;
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}
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// Detach from any previous entity:
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Detach();
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// Attach to the new entity:
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m_AttachedTo = a_AttachTo;
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a_AttachTo->m_Attachee = this;
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m_World->BroadcastAttachEntity(*this, a_AttachTo);
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}
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void cEntity::Detach(void)
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{
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if (m_AttachedTo == NULL)
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{
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// Attached to no entity, our work is done
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return;
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}
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m_AttachedTo->m_Attachee = NULL;
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m_AttachedTo = NULL;
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m_World->BroadcastAttachEntity(*this, NULL);
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}
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bool cEntity::IsA(const char * a_ClassName) const
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{
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return (strcmp(a_ClassName, "cEntity") == 0);
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}
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//////////////////////////////////////////////////////////////////////////
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// Set orientations
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void cEntity::SetRot(const Vector3f & a_Rot)
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{
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m_Rot = a_Rot;
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m_bDirtyOrientation = true;
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}
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void cEntity::SetRotation(double a_Rotation)
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{
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m_Rot.x = a_Rotation;
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m_bDirtyOrientation = true;
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}
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void cEntity::SetPitch(double a_Pitch)
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{
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m_Rot.y = a_Pitch;
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m_bDirtyOrientation = true;
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}
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void cEntity::SetRoll(double a_Roll)
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{
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m_Rot.z = a_Roll;
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m_bDirtyOrientation = true;
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}
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void cEntity::SetSpeed(double a_SpeedX, double a_SpeedY, double a_SpeedZ)
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{
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m_Speed.Set(a_SpeedX, a_SpeedY, a_SpeedZ);
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}
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void cEntity::AddSpeed(const Vector3d & a_AddSpeed)
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{
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m_Speed += a_AddSpeed;
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}
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//////////////////////////////////////////////////////////////////////////
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// Get look vector (this is NOT a rotation!)
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Vector3d cEntity::GetLookVector(void) const
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{
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Matrix4d m;
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m.Init(Vector3f(), 0, m_Rot.x, -m_Rot.y);
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Vector3d Look = m.Transform(Vector3d(0, 0, 1));
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return Look;
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}
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//////////////////////////////////////////////////////////////////////////
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// Set position
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void cEntity::SetPosition(const Vector3d & a_Pos)
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{
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m_Pos = a_Pos;
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MoveToCorrectChunk();
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m_bDirtyPosition = true;
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}
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void cEntity::SetPosition(double a_PosX, double a_PosY, double a_PosZ)
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{
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m_Pos.Set(a_PosX, a_PosY, a_PosZ);
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MoveToCorrectChunk();
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m_bDirtyPosition = true;
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}
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void cEntity::SetPosX(double a_PosX)
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{
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m_Pos.x = a_PosX;
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MoveToCorrectChunk();
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m_bDirtyPosition = true;
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}
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void cEntity::SetPosY(double a_PosY)
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{
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m_Pos.y = a_PosY;
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MoveToCorrectChunk();
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m_bDirtyPosition = true;
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}
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void cEntity::SetPosZ(double a_PosZ)
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{
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m_Pos.z = a_PosZ;
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MoveToCorrectChunk();
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m_bDirtyPosition = true;
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}
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//////////////////////////////////////////////////////////////////////////
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// Reference stuffs
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void cEntity::AddReference(cEntity * & a_EntityPtr)
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{
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m_References->AddReference(a_EntityPtr);
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a_EntityPtr->ReferencedBy(a_EntityPtr);
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}
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void cEntity::ReferencedBy(cEntity * & a_EntityPtr)
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{
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m_Referencers->AddReference(a_EntityPtr);
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}
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void cEntity::Dereference(cEntity * & a_EntityPtr)
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{
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m_Referencers->Dereference(a_EntityPtr);
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}
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