#pragma once #include "Entity.h" // tolua_begin class cFloater : public cEntity { // tolua_end using Super = cEntity; public: // tolua_export CLASS_PROTODEF(cFloater) cFloater(Vector3d a_Pos, Vector3d a_Speed, UInt32 a_PlayerID, int a_CountDownTime); virtual void SpawnOn(cClientHandle & a_Client) override; virtual void Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) override; // tolua_begin bool CanPickup(void) const { return m_CanPickupItem; } UInt32 GetOwnerID(void) const { return m_PlayerID; } UInt32 GetAttachedMobID(void) const { return m_AttachedMobID; } Vector3d GetBitePos(void) const { return m_BitePos; } // tolua_end protected: // Position Vector3d m_ParticlePos; // Position just before the floater gets pulled under by a fish Vector3d m_BitePos; // Bool needed to check if you can get a fish. bool m_CanPickupItem; // Countdown times int m_PickupCountDown; int m_CountDownTime; // Entity IDs UInt32 m_PlayerID; UInt32 m_AttachedMobID; } ; // tolua_export