#pragma once #include "DropSpenserEntity.h" // tolua_begin class cDispenserEntity : public cDropSpenserEntity { // tolua_end using Super = cDropSpenserEntity; public: // tolua_export /** Constructor used for normal operation */ cDispenserEntity(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, Vector3i a_Pos, cWorld * a_World); // tolua_begin /** Spawns a projectile of the given kind in front of the dispenser with the specified speed. a_Item is the item from the internal storage from which the projectile originated. Returns the UniqueID of the spawned projectile, or cEntity::INVALID_ID on failure. */ UInt32 SpawnProjectileFromDispenser( Vector3i a_BlockPos, cProjectileEntity::eKind a_Kind, const Vector3d & a_Speed, const cItem * a_Item = nullptr ); /** OBSOLETE, use the Vector3i-based overload instead. Spawns a projectile of the given kind in front of the dispenser with the specified speed. a_Item is the item from the internal storage from which the projectile originated. Returns the UniqueID of the spawned projectile, or cEntity::INVALID_ID on failure. */ UInt32 SpawnProjectileFromDispenser( int a_BlockX, int a_BlockY, int a_BlockZ, cProjectileEntity::eKind a_Kind, const Vector3d & a_Speed, const cItem * a_Item = nullptr ) { return SpawnProjectileFromDispenser({a_BlockX, a_BlockY, a_BlockZ}, a_Kind, a_Speed, a_Item); } /** Returns a unit vector in the cardinal direction of where the dispenser with the specified meta would be facing. */ static Vector3d GetShootVector(NIBBLETYPE a_BlockMeta); // tolua_end private: // cDropSpenser overrides: virtual void DropSpenseFromSlot(cChunk & a_Chunk, int a_SlotNum) override; /** If such a bucket can fit, adds it to m_Contents and returns true */ bool ScoopUpLiquid(int a_SlotNum, short a_ResultingBucketItemType); /** If the a_BlockInFront can be washed away by liquid and the empty bucket can fit, does the m_Contents processing and returns true. Returns false otherwise. */ bool EmptyLiquidBucket(BLOCKTYPE a_BlockInFront, int a_SlotNum); } ; // tolua_export