a7447b4c7e
It has been called in every descendant anyway, so it's better this way - reduced duplicate code.
33 lines
601 B
C++
33 lines
601 B
C++
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#pragma once
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#include "Entity.h"
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class cTNTEntity :
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public cEntity
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{
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typedef cEntity super;
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public:
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CLASS_PROTODEF(cTNTEntity);
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cTNTEntity(double a_X, double a_Y, double a_Z, double a_FuseTimeInSec);
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cTNTEntity(const Vector3d & a_Pos, double a_FuseTimeInSec);
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// cEntity overrides:
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virtual void SpawnOn(cClientHandle & a_ClientHandle) override;
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virtual void Tick(float a_Dt, cChunk & a_Chunk) override;
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protected:
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double m_Counter; ///< How much time has elapsed since the object was created, in seconds
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double m_MaxFuseTime; ///< How long the fuse is, in seconds
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};
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