a4dbb5c582
* Change reinterpret_cast -> static_cast wherever possible * Remove more unnecessary `const_cast`s. reinterpret_casts should be avoided for the same reason as c-style casts - they don't do any type-checking. reinterpret_cast was mainly being used for down-casting in inheritance hierarchies but static_cast works just as well while also making sure that there is actually an inheritance relationship there.
55 lines
1.1 KiB
C++
55 lines
1.1 KiB
C++
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// BedEntity.cpp
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "BedEntity.h"
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#include "../World.h"
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#include "../Entities/Player.h"
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#include "../ClientHandle.h"
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#include "../Blocks/BlockBed.h"
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cBedEntity::cBedEntity(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World, short a_Color):
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Super(a_BlockType, a_BlockMeta, a_BlockX, a_BlockY, a_BlockZ, a_World),
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m_Color(a_Color)
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{
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ASSERT(a_BlockType == E_BLOCK_BED);
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}
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void cBedEntity::CopyFrom(const cBlockEntity & a_Src)
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{
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Super::CopyFrom(a_Src);
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auto & src = static_cast<const cBedEntity &>(a_Src);
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m_Color = src.m_Color;
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}
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void cBedEntity::SendTo(cClientHandle & a_Client)
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{
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a_Client.SendUpdateBlockEntity(*this);
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}
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void cBedEntity::SetColor(short a_Color)
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{
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m_Color = a_Color;
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auto Pos = GetPos();
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// If the bed entity is send immediately, the client (maybe) still has not the bed.
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// Fix that by delaying the broadcast of the bed entity by a tick:
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m_World->ScheduleTask(1, [Pos](cWorld & a_World)
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{
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a_World.BroadcastBlockEntity(Pos);
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});
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}
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