#include "Globals.h" #include "Floater.h" #include "Player.h" #include "../ClientHandle.h" cFloater::cFloater(double a_X, double a_Y, double a_Z, Vector3d a_Speed, int a_PlayerID) : cEntity(etFloater, a_X, a_Y, a_Z, 0.98, 0.98), m_PlayerID(a_PlayerID), m_CanPickupItem(false), m_PickupCountDown(0) { SetSpeed(a_Speed); } void cFloater::SpawnOn(cClientHandle & a_Client) { a_Client.SendSpawnObject(*this, 90, m_PlayerID, 0, 0); } void cFloater::Tick(float a_Dt, cChunk & a_Chunk) { HandlePhysics(a_Dt, a_Chunk); if (IsBlockWater(m_World->GetBlock((int) GetPosX(), (int) GetPosY(), (int) GetPosZ()))) { if (m_World->GetTickRandomNumber(100) == 0) { SetPosY(GetPosY() - 1); m_CanPickupItem = true; m_PickupCountDown = 20; LOGD("Floater %i can be picked up", GetUniqueID()); } else { SetSpeedY(1); } } SetSpeedX(GetSpeedX() * 0.95); SetSpeedZ(GetSpeedZ() * 0.95); if (CanPickup()) { m_PickupCountDown--; if (m_PickupCountDown == 0) { m_CanPickupItem = false; LOGD("The fish is gone. Floater %i can not pick an item up.", GetUniqueID()); } } BroadcastMovementUpdate(); }