// MobHeadEntity.cpp // Implements the cMobHeadEntity class representing a single skull / head in the world #include "Globals.h" #include "MobHeadEntity.h" #include "../Entities/Player.h" cMobHeadEntity::cMobHeadEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World) : super(E_BLOCK_HEAD, a_BlockX, a_BlockY, a_BlockZ, a_World), m_Type(SKULL_TYPE_SKELETON), m_Rotation(SKULL_ROTATION_NORTH), m_Owner("") { } bool cMobHeadEntity::UsedBy(cPlayer * a_Player) { UNUSED(a_Player); return true; } void cMobHeadEntity::SetType(const eMobHeadType & a_Type) { if ((!m_Owner.empty()) && (a_Type != SKULL_TYPE_PLAYER)) { m_Owner = ""; } m_Type = a_Type; } void cMobHeadEntity::SetRotation(eMobHeadRotation a_Rotation) { m_Rotation = a_Rotation; } void cMobHeadEntity::SetOwner(const AString & a_Owner) { if ((a_Owner.length() > 16) || (m_Type != SKULL_TYPE_PLAYER)) { return; } m_Owner = a_Owner; } void cMobHeadEntity::SendTo(cClientHandle & a_Client) { cWorld * World = a_Client.GetPlayer()->GetWorld(); a_Client.SendBlockChange(m_PosX, m_PosY, m_PosZ, m_BlockType, World->GetBlockMeta(m_PosX, m_PosY, m_PosZ)); a_Client.SendUpdateBlockEntity(*this); }