545478802b
- Manipulation of the ShootVector is not to be done by the function that wants to spawn a projectile.
45 lines
1.2 KiB
C++
45 lines
1.2 KiB
C++
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#pragma once
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#include "DropSpenserEntity.h"
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// tolua_begin
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class cDispenserEntity :
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public cDropSpenserEntity
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{
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typedef cDropSpenserEntity super;
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public:
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// tolua_end
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/// Constructor used for normal operation
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cDispenserEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World);
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static const char * GetClassStatic(void) { return "cDispenserEntity"; }
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/** Spawns a projectile of the given kind in front of the dispenser */
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void SpawnProjectileFromDispenser(cChunk & a_Chunk, int & a_DispX, int & a_DispY, int & a_DispZ, cProjectileEntity::eKind a_kind, Vector3d a_ShootVector); // tolua_export
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/** Returns how to aim the projectile */
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Vector3d GetShootVector(cChunk & a_Chunk); // tolua_export
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private:
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// cDropSpenser overrides:
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virtual void DropSpenseFromSlot(cChunk & a_Chunk, int a_SlotNum) override;
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/// If such a bucket can fit, adds it to m_Contents and returns true
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bool ScoopUpLiquid(int a_SlotNum, short a_BucketItemType);
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/// If the a_BlockInFront is liquidable and the empty bucket can fit, does the m_Contents processing and returns true
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bool EmptyLiquidBucket(BLOCKTYPE a_BlockInFront, int a_SlotNum);
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} ; // tolua_export
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