2013-08-22 02:55:58 -04:00
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// ProjectileEntity.cpp
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// Implements the cProjectileEntity class representing the common base class for projectiles, as well as individual projectile types
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#include "Globals.h"
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#include "ProjectileEntity.h"
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2013-08-22 03:07:12 -04:00
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#include "../ClientHandle.h"
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2013-08-25 15:31:35 -04:00
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#include "Player.h"
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2013-08-27 13:57:37 -04:00
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#include "../LineBlockTracer.h"
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2013-09-01 16:40:35 -04:00
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#include "../BoundingBox.h"
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#include "../ChunkMap.h"
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#include "../Chunk.h"
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2013-08-27 13:57:37 -04:00
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cProjectileTracerCallback:
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class cProjectileTracerCallback :
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public cBlockTracer::cCallbacks
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{
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public:
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cProjectileTracerCallback(cProjectileEntity * a_Projectile) :
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m_Projectile(a_Projectile)
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{
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}
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protected:
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cProjectileEntity * m_Projectile;
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virtual bool OnNextBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, char a_EntryFace) override
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{
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if (g_BlockIsSolid[a_BlockType])
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{
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// The projectile hit a solid block
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m_Projectile->OnHitSolidBlock(a_BlockX, a_BlockY, a_BlockZ, a_EntryFace);
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return true;
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}
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// Convey some special effects from special blocks:
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switch (a_BlockType)
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{
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case E_BLOCK_LAVA:
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case E_BLOCK_STATIONARY_LAVA:
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{
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m_Projectile->StartBurning(30);
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break;
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}
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case E_BLOCK_WATER:
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case E_BLOCK_STATIONARY_WATER:
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{
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m_Projectile->StopBurning();
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break;
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}
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} // switch (a_BlockType)
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// Continue tracing
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return false;
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}
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} ;
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2013-08-22 02:55:58 -04:00
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2013-09-01 16:40:35 -04:00
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cProjectileEntityCollisionCallback:
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class cProjectileEntityCollisionCallback :
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public cEntityCallback
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{
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public:
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cProjectileEntityCollisionCallback(cProjectileEntity * a_Projectile, const Vector3d & a_Pos, const Vector3d & a_NextPos) :
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m_Projectile(a_Projectile),
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m_Pos(a_Pos),
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m_NextPos(a_NextPos),
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m_MinCoeff(1),
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m_HitEntity(NULL)
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{
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}
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virtual bool Item(cEntity * a_Entity) override
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{
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if (a_Entity == m_Projectile)
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{
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// Self-colision
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return false;
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}
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cBoundingBox EntBox(a_Entity->GetPosition(), a_Entity->GetWidth() / 2, a_Entity->GetHeight());
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// Instead of colliding the bounding box with another bounding box in motion, we collide an enlarged bounding box with a hairline.
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// The results should be good enough for our purposes
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double LineCoeff;
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char Face;
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EntBox.Expand(m_Projectile->GetWidth() / 2, m_Projectile->GetHeight() / 2, m_Projectile->GetWidth() / 2);
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if (!EntBox.CalcLineIntersection(m_Pos, m_NextPos, LineCoeff, Face))
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{
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// No intersection whatsoever
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return false;
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}
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// TODO: Some entities don't interact with the projectiles (pickups, falling blocks)
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// TODO: Allow plugins to interfere about which entities can be hit
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if (LineCoeff < m_MinCoeff)
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{
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// The entity is closer than anything we've stored so far, replace it as the potential victim
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m_MinCoeff = LineCoeff;
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m_HitEntity = a_Entity;
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}
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// Don't break the enumeration, we want all the entities
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return false;
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}
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/// Returns the nearest entity that was hit, after the enumeration has been completed
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cEntity * GetHitEntity(void) const { return m_HitEntity; }
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/// Returns the line coeff where the hit was encountered, after the enumeration has been completed
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double GetMinCoeff(void) const { return m_MinCoeff; }
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/// Returns true if the callback has encountered a true hit
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bool HasHit(void) const { return (m_MinCoeff < 1); }
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protected:
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cProjectileEntity * m_Projectile;
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const Vector3d & m_Pos;
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const Vector3d & m_NextPos;
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double m_MinCoeff; // The coefficient of the nearest hit on the Pos line
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// Although it's bad(tm) to store entity ptrs from a callback, we can afford it here, because the entire callback
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// is processed inside the tick thread, so the entities won't be removed in between the calls and the final processing
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cEntity * m_HitEntity; // The nearest hit entity
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} ;
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2013-08-22 02:55:58 -04:00
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cProjectileEntity:
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cProjectileEntity::cProjectileEntity(eKind a_Kind, cEntity * a_Creator, double a_X, double a_Y, double a_Z, double a_Width, double a_Height) :
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super(etProjectile, a_X, a_Y, a_Z, a_Width, a_Height),
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2013-08-22 16:31:15 -04:00
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m_ProjectileKind(a_Kind),
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2013-08-27 13:57:37 -04:00
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m_Creator(a_Creator),
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m_IsInGround(false)
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2013-08-22 02:55:58 -04:00
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{
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}
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cProjectileEntity::cProjectileEntity(eKind a_Kind, cEntity * a_Creator, const Vector3d & a_Pos, const Vector3d & a_Speed, double a_Width, double a_Height) :
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super(etProjectile, a_Pos.x, a_Pos.y, a_Pos.z, a_Width, a_Height),
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2013-08-22 16:31:15 -04:00
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m_ProjectileKind(a_Kind),
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2013-08-27 13:57:37 -04:00
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m_Creator(a_Creator),
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m_IsInGround(false)
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2013-08-22 02:55:58 -04:00
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{
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SetSpeed(a_Speed);
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}
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cProjectileEntity * cProjectileEntity::Create(eKind a_Kind, cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d * a_Speed)
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{
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Vector3d Speed;
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if (a_Speed != NULL)
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{
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Speed = *a_Speed;
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}
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switch (a_Kind)
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{
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2013-08-30 12:10:58 -04:00
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case pkArrow: return new cArrowEntity (a_Creator, a_X, a_Y, a_Z, Speed);
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case pkEgg: return new cThrownEggEntity (a_Creator, a_X, a_Y, a_Z, Speed);
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case pkEnderPearl: return new cThrownEnderPearlEntity(a_Creator, a_X, a_Y, a_Z, Speed);
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case pkSnowball: return new cThrownSnowballEntity (a_Creator, a_X, a_Y, a_Z, Speed);
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2013-08-22 02:55:58 -04:00
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// TODO: the rest
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}
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2013-08-30 12:10:58 -04:00
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LOGWARNING("%s: Unknown projectile kind: %d", __FUNCTION__, a_Kind);
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2013-08-22 02:55:58 -04:00
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return NULL;
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}
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2013-08-27 13:57:37 -04:00
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void cProjectileEntity::OnHitSolidBlock(int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace)
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{
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// TODO: Set proper position based on what face was hit
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switch (a_BlockFace)
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{
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case BLOCK_FACE_TOP: SetPosition(0.5 + a_BlockX, 1.0 + a_BlockY, 0.5 + a_BlockZ); break;
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case BLOCK_FACE_BOTTOM: SetPosition(0.5 + a_BlockX, a_BlockY, 0.5 + a_BlockZ); break;
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case BLOCK_FACE_EAST: SetPosition( a_BlockX, 0.5 + a_BlockY, 0.5 + a_BlockZ); break;
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case BLOCK_FACE_WEST: SetPosition(1.0 + a_BlockX, 0.5 + a_BlockY, 0.5 + a_BlockZ); break;
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case BLOCK_FACE_NORTH: SetPosition(0.5 + a_BlockX, 0.5 + a_BlockY, 1.0 + a_BlockZ); break;
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case BLOCK_FACE_SOUTH: SetPosition(0.5 + a_BlockX, 0.5 + a_BlockY, a_BlockZ); break;
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case BLOCK_FACE_NONE: SetPosition(0.5 + a_BlockX, 0.5 + a_BlockY, 0.5 + a_BlockZ); break;
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}
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SetSpeed(0, 0, 0);
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// DEBUG:
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LOGD("Projectile %d: pos {%.02f, %.02f, %.02f}, hit solid block at face %d",
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m_UniqueID,
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GetPosX(), GetPosY(), GetPosZ(),
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a_BlockFace
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);
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m_IsInGround = true;
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}
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2013-08-22 16:31:15 -04:00
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AString cProjectileEntity::GetMCAClassName(void) const
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{
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switch (m_ProjectileKind)
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{
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case pkArrow: return "Arrow";
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case pkSnowball: return "Snowball";
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case pkEgg: return "Egg";
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case pkGhastFireball: return "Fireball";
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case pkFireCharge: return "SmallFireball";
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case pkEnderPearl: return "ThrownEnderPearl";
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case pkExpBottle: return "ThrownExpBottle";
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case pkSplashPotion: return "ThrownPotion";
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case pkWitherSkull: return "WitherSkull";
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case pkFishingFloat: return ""; // Unknown, perhaps MC doesn't save this?
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}
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ASSERT(!"Unhandled projectile entity kind!");
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return "";
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}
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2013-08-27 13:57:37 -04:00
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void cProjectileEntity::Tick(float a_Dt, cChunk & a_Chunk)
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{
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super::Tick(a_Dt, a_Chunk);
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BroadcastMovementUpdate();
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}
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void cProjectileEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
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{
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if (m_IsInGround)
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{
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// Already-grounded projectiles don't move at all
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return;
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}
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Vector3d PerTickSpeed = GetSpeed() / 20;
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Vector3d Pos = GetPosition();
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// Trace the tick's worth of movement as a line:
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Vector3d NextPos = Pos + PerTickSpeed;
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cProjectileTracerCallback TracerCallback(this);
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2013-09-01 16:40:35 -04:00
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if (!cLineBlockTracer::Trace(*m_World, TracerCallback, Pos, NextPos))
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{
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// Something has been hit, abort all other processing
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return;
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}
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// Test for entity collisions:
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cProjectileEntityCollisionCallback EntityCollisionCallback(this, Pos, NextPos);
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a_Chunk.ForEachEntity(EntityCollisionCallback);
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if (EntityCollisionCallback.HasHit())
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2013-08-27 13:57:37 -04:00
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{
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2013-09-01 16:40:35 -04:00
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// An entity was hit:
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// DEBUG:
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Vector3d HitPos = Pos + (NextPos - Pos) * EntityCollisionCallback.GetMinCoeff();
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LOGD("Projectile %d has hit an entity %d (%s) at {%.02f, %.02f, %.02f} (coeff %.03f)",
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m_UniqueID,
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EntityCollisionCallback.GetHitEntity()->GetUniqueID(),
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EntityCollisionCallback.GetHitEntity()->GetClass(),
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HitPos.x, HitPos.y, HitPos.z,
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EntityCollisionCallback.GetMinCoeff()
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);
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OnHitEntity(*(EntityCollisionCallback.GetHitEntity()));
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2013-08-27 13:57:37 -04:00
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}
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2013-09-01 16:40:35 -04:00
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// TODO: Test the entities in the neighboring chunks, too
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// Update the position:
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SetPosition(NextPos);
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2013-08-27 13:57:37 -04:00
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// Add gravity effect to the vertical speed component:
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SetSpeedY(GetSpeedY() + m_Gravity / 20);
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// DEBUG:
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2013-09-01 16:40:35 -04:00
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LOGD("Projectile %d: pos {%.02f, %.02f, %.02f}, speed {%.02f, %.02f, %.02f}",
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2013-08-27 13:57:37 -04:00
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m_UniqueID,
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GetPosX(), GetPosY(), GetPosZ(),
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GetSpeedX(), GetSpeedY(), GetSpeedZ()
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);
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}
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2013-08-30 12:10:58 -04:00
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void cProjectileEntity::SpawnOn(cClientHandle & a_Client)
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{
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// Default spawning - use the projectile kind to spawn an object:
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a_Client.SendSpawnObject(*this, m_ProjectileKind, 0, 0, 0);
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}
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2013-08-22 02:55:58 -04:00
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cArrowEntity:
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2013-08-30 12:10:58 -04:00
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cArrowEntity::cArrowEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d & a_Speed) :
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super(pkArrow, a_Creator, a_X, a_Y, a_Z, 0.5, 0.5),
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m_PickupState(psNoPickup),
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m_DamageCoeff(2)
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{
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SetSpeed(a_Speed);
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2013-08-22 16:31:15 -04:00
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SetMass(0.1);
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2013-08-26 16:40:30 -04:00
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LOGD("Created arrow %d with speed {%.02f, %.02f, %.02f}",
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m_UniqueID, GetSpeedX(), GetSpeedY(), GetSpeedZ()
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);
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2013-08-22 02:55:58 -04:00
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}
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2013-08-30 08:24:03 -04:00
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cArrowEntity::cArrowEntity(cPlayer & a_Player, double a_Force) :
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2013-08-30 11:29:46 -04:00
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super(pkArrow, &a_Player, a_Player.GetThrowStartPos(), a_Player.GetThrowSpeed(a_Force * 1.5 * 20), 0.5, 0.5),
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2013-08-30 08:24:03 -04:00
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m_PickupState(psInSurvivalOrCreative),
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m_DamageCoeff(2)
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{
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}
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2013-08-25 15:31:35 -04:00
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bool cArrowEntity::CanPickup(const cPlayer & a_Player) const
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{
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switch (m_PickupState)
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{
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case psNoPickup: return false;
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case psInSurvivalOrCreative: return (a_Player.IsGameModeSurvival() || a_Player.IsGameModeCreative());
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case psInCreative: return a_Player.IsGameModeCreative();
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}
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ASSERT(!"Unhandled pickup state");
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return false;
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}
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2013-08-22 02:55:58 -04:00
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void cArrowEntity::SpawnOn(cClientHandle & a_Client)
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{
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2013-08-22 03:07:12 -04:00
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a_Client.SendSpawnObject(*this, pkArrow, 0, 0, 0);
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2013-08-22 02:55:58 -04:00
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}
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2013-09-01 16:40:35 -04:00
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void cArrowEntity::OnHitEntity(cEntity & a_EntityHit)
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{
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if (!a_EntityHit.IsMob() && !a_EntityHit.IsMinecart() && !a_EntityHit.IsPlayer())
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{
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// Not an entity that interacts with an arrow
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return;
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}
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// TODO: The damage dealt should be based on arrow speed in addition to the damage coeff
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a_EntityHit.TakeDamage(dtRangedAttack, this, (int)(2.5 * m_DamageCoeff), 1);
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Destroy();
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}
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2013-08-30 12:10:58 -04:00
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cThrownEggEntity:
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cThrownEggEntity::cThrownEggEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d & a_Speed) :
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super(pkEgg, a_Creator, a_X, a_Y, a_Z, 0.25, 0.25)
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{
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SetSpeed(a_Speed);
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}
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void cThrownEggEntity::OnHitSolidBlock(int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace)
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{
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// TODO: Random-spawn a chicken or four
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Destroy();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cThrownEnderPearlEntity :
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cThrownEnderPearlEntity::cThrownEnderPearlEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d & a_Speed) :
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|
super(pkEnderPearl, a_Creator, a_X, a_Y, a_Z, 0.25, 0.25)
|
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|
{
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|
SetSpeed(a_Speed);
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|
}
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void cThrownEnderPearlEntity::OnHitSolidBlock(int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace)
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|
|
|
{
|
2013-08-30 17:48:03 -04:00
|
|
|
// Teleport the creator here, make them take 5 damage:
|
|
|
|
if (m_Creator != NULL)
|
|
|
|
{
|
|
|
|
// TODO: The coords might need some tweaking based on the block face
|
|
|
|
m_Creator->TeleportToCoords(a_BlockX + 0.5, a_BlockY + 1.7, a_BlockZ + 0.5);
|
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|
|
m_Creator->TakeDamage(dtEnderPearl, this, 5, 0);
|
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|
|
}
|
2013-08-30 12:10:58 -04:00
|
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|
|
Destroy();
|
|
|
|
}
|
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|
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
// cThrownSnowballEntity :
|
|
|
|
|
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|
|
cThrownSnowballEntity::cThrownSnowballEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d & a_Speed) :
|
|
|
|
super(pkSnowball, a_Creator, a_X, a_Y, a_Z, 0.25, 0.25)
|
|
|
|
{
|
|
|
|
SetSpeed(a_Speed);
|
|
|
|
}
|
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|
|
void cThrownSnowballEntity::OnHitSolidBlock(int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace)
|
|
|
|
{
|
|
|
|
// TODO: Apply damage to certain mobs (blaze etc.) and anger all mobs
|
|
|
|
|
|
|
|
Destroy();
|
|
|
|
}
|
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