a7447b4c7e
It has been called in every descendant anyway, so it's better this way - reduced duplicate code.
60 lines
1.2 KiB
C++
60 lines
1.2 KiB
C++
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#pragma once
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#include "Entity.h"
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#include "../Item.h"
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class cPlayer;
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// tolua_begin
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class cPickup :
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public cEntity
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{
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// tolua_end
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typedef cEntity super;
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public:
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CLASS_PROTODEF(cPickup);
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cPickup(int a_MicroPosX, int a_MicroPosY, int a_MicroPosZ, const cItem & a_Item, float a_SpeedX = 0.f, float a_SpeedY = 0.f, float a_SpeedZ = 0.f); // tolua_export
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cItem & GetItem(void) {return m_Item; } // tolua_export
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const cItem & GetItem(void) const {return m_Item; }
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virtual void SpawnOn(cClientHandle & a_ClientHandle) override;
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virtual bool CollectedBy(cPlayer * a_Dest); // tolua_export
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virtual void Tick(float a_Dt, cChunk & a_Chunk) override;
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/// Returns the number of ticks that this entity has existed
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int GetAge(void) const { return (int)(m_Timer / 50); } // tolua_export
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/// Returns true if the pickup has already been collected
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bool IsCollected(void) const { return m_bCollected; } // tolua_export
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private:
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Vector3d m_ResultingSpeed; //Can be used to modify the resulting speed for the current tick ;)
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Vector3d m_WaterSpeed;
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/// The number of ticks that the entity has existed / timer between collect and destroy; in msec
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float m_Timer;
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cItem m_Item;
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bool m_bCollected;
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}; // tolua_export
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