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AggressiveMonster.cpp
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Implemented BroadcastMovementUpdate function. Moved m_Pos,m_Rot,m_Speed to private members and made sure that all classes uses the public functions to access these members.
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2013-03-22 06:33:10 +00:00 |
AggressiveMonster.h
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MTRand reference is now passed as a Tick() parameter so that it isn't created and destroyed over and over again. All entities will handle physics (empty callback for now)
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2012-12-22 10:15:53 +00:00 |
Bat.h
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Blaze.cpp
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Blaze.h
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Cavespider.cpp
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MTRand reference is now passed as a Tick() parameter so that it isn't created and destroyed over and over again. All entities will handle physics (empty callback for now)
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2012-12-22 10:15:53 +00:00 |
Cavespider.h
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MTRand reference is now passed as a Tick() parameter so that it isn't created and destroyed over and over again. All entities will handle physics (empty callback for now)
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2012-12-22 10:15:53 +00:00 |
Chicken.cpp
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Chicken.h
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Cow.cpp
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Cow.h
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Creeper.cpp
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Creeper.h
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Enderman.cpp
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MTRand reference is now passed as a Tick() parameter so that it isn't created and destroyed over and over again. All entities will handle physics (empty callback for now)
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2012-12-22 10:15:53 +00:00 |
Enderman.h
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MTRand reference is now passed as a Tick() parameter so that it isn't created and destroyed over and over again. All entities will handle physics (empty callback for now)
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2012-12-22 10:15:53 +00:00 |
Ghast.cpp
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Ghast.h
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Magmacube.cpp
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Magmacube.h
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Monster.cpp
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Added support for head yaw tracking and packet sending and fixed bug in BroadcastMovementUpdate
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2013-04-02 06:48:31 +00:00 |
Monster.h
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Moved the Speed member into cEntity class instead of its descendants.
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2013-02-21 21:55:36 +00:00 |
Mooshroom.cpp
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Mooshroom.h
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Ocelot.h
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PassiveAggressiveMonster.cpp
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PassiveAggressiveMonster.h
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PassiveMonster.cpp
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MTRand reference is now passed as a Tick() parameter so that it isn't created and destroyed over and over again. All entities will handle physics (empty callback for now)
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2012-12-22 10:15:53 +00:00 |
PassiveMonster.h
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MTRand reference is now passed as a Tick() parameter so that it isn't created and destroyed over and over again. All entities will handle physics (empty callback for now)
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2012-12-22 10:15:53 +00:00 |
Pig.cpp
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Removed all E_ITEM_ symbols equivalent to E_BLOCK_, and all obsolete item and block symbols.
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2013-02-16 11:12:56 +00:00 |
Pig.h
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Sheep.cpp
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Removed all E_ITEM_ symbols equivalent to E_BLOCK_, and all obsolete item and block symbols.
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2013-02-16 11:12:56 +00:00 |
Sheep.h
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Silverfish.h
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Skeleton.cpp
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MTRand reference is now passed as a Tick() parameter so that it isn't created and destroyed over and over again. All entities will handle physics (empty callback for now)
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2012-12-22 10:15:53 +00:00 |
Skeleton.h
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MTRand reference is now passed as a Tick() parameter so that it isn't created and destroyed over and over again. All entities will handle physics (empty callback for now)
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2012-12-22 10:15:53 +00:00 |
Slime.cpp
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Slime.h
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Spider.cpp
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Spider.h
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Squid.cpp
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MTRand reference is now passed as a Tick() parameter so that it isn't created and destroyed over and over again. All entities will handle physics (empty callback for now)
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2012-12-22 10:15:53 +00:00 |
Squid.h
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MTRand reference is now passed as a Tick() parameter so that it isn't created and destroyed over and over again. All entities will handle physics (empty callback for now)
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2012-12-22 10:15:53 +00:00 |
Villager.cpp
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Villager.h
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Witch.cpp
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Witch.h
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Wolf.h
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Zombie.cpp
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MTRand reference is now passed as a Tick() parameter so that it isn't created and destroyed over and over again. All entities will handle physics (empty callback for now)
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2012-12-22 10:15:53 +00:00 |
Zombie.h
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MTRand reference is now passed as a Tick() parameter so that it isn't created and destroyed over and over again. All entities will handle physics (empty callback for now)
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2012-12-22 10:15:53 +00:00 |
Zombiepigman.cpp
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MTRand reference is now passed as a Tick() parameter so that it isn't created and destroyed over and over again. All entities will handle physics (empty callback for now)
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2012-12-22 10:15:53 +00:00 |
Zombiepigman.h
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MTRand reference is now passed as a Tick() parameter so that it isn't created and destroyed over and over again. All entities will handle physics (empty callback for now)
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2012-12-22 10:15:53 +00:00 |