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A bit of reformatting.

This commit is contained in:
madmaxoft 2014-05-02 19:40:12 +02:00
parent 839447f0bb
commit 5082d55e85

View File

@ -431,18 +431,21 @@ protected:
cEntity * m_Attachee;
/** Stores whether head yaw has been set manually */
bool m_bDirtyHead;
bool m_bDirtyHead;
/** Stores whether our yaw/pitch/roll (body orientation) has been set manually */
bool m_bDirtyOrientation;
bool m_bDirtyOrientation;
/** Stores whether we have sent a Velocity packet with a speed of zero (no speed) to the client
Ensures that said packet is sent only once */
bool m_bHasSentNoSpeed;
bool m_bHasSentNoSpeed;
/** Stores if the entity is on the ground */
bool m_bOnGround;
bool m_bOnGround;
/** Stores gravity that is applied to an entity every tick
For realistic effects, this should be negative. For spaaaaaaace, this can be zero or even positive */
float m_Gravity;
float m_Gravity;
/** Last position sent to client via the Relative Move or Teleport packets (not Velocity)
Only updated if cEntity::BroadcastMovementUpdate() is called! */
@ -473,12 +476,14 @@ protected:
/// Time, in ticks, since the last damage dealt by the void. Reset to zero when moving out of the void.
int m_TicksSinceLastVoidDamage;
virtual void Destroyed(void) {} // Called after the entity has been destroyed
void SetWorld(cWorld * a_World) { m_World = a_World; }
/** Called in each tick to handle air-related processing i.e. drowning */
virtual void HandleAir();
/** Called once per tick to set IsSwimming and IsSubmerged */
virtual void SetSwimState(cChunk & a_Chunk);