// // SplashPotionEntity.h // #pragma once #include "ProjectileEntity.h" #include "EntityEffect.h" #include "../World.h" #include "Entity.h" // tolua_begin class cSplashPotionEntity : public cProjectileEntity { typedef cProjectileEntity super; public: // tolua_end CLASS_PROTODEF(cSplashPotionEntity); cSplashPotionEntity( cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d & a_Speed, cEntityEffect::eType a_EntityEffectType, cEntityEffect a_EntityEffect, int a_PotionParticleType ); cEntityEffect::eType GetEntityEffectType (void) const { return m_EntityEffectType; } cEntityEffect GetEntityEffect (void) const { return m_EntityEffect; } int GetPotionParticleType(void) const { return m_PotionParticleType; } void SetEntityEffectType(cEntityEffect::eType a_EntityEffectType) { m_EntityEffectType = a_EntityEffectType; } void SetEntityEffect(cEntityEffect a_EntityEffect) { m_EntityEffect = a_EntityEffect; } void SetPotionParticleType(int a_PotionParticleType) { m_PotionParticleType = a_PotionParticleType; } protected: cEntityEffect::eType m_EntityEffectType; cEntityEffect m_EntityEffect; int m_PotionParticleType; // cProjectileEntity overrides: virtual void OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_HitFace) override; virtual void OnHitEntity (cEntity & a_EntityHit, const Vector3d & a_HitPos) override; /** Splashes the potion, fires its particle effects and sounds @param a_HitPos The position where the potion will splash */ void Splash(const Vector3d & a_HitPos); } ; // tolua_export