85804d085d
Multiple fixes and features
1397 lines
28 KiB
C++
1397 lines
28 KiB
C++
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "Entity.h"
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#include "../World.h"
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#include "../Server.h"
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#include "../Root.h"
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#include "../Vector3d.h"
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#include "../Matrix4f.h"
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#include "../ReferenceManager.h"
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#include "../ClientHandle.h"
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#include "../Chunk.h"
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#include "../Simulator/FluidSimulator.h"
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#include "../PluginManager.h"
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#include "../Tracer.h"
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int cEntity::m_EntityCount = 0;
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cCriticalSection cEntity::m_CSCount;
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cEntity::cEntity(eEntityType a_EntityType, double a_X, double a_Y, double a_Z, double a_Width, double a_Height)
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: m_UniqueID(0)
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, m_Health(1)
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, m_MaxHealth(1)
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, m_AttachedTo(NULL)
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, m_Attachee(NULL)
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, m_Referencers(new cReferenceManager(cReferenceManager::RFMNGR_REFERENCERS))
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, m_References(new cReferenceManager(cReferenceManager::RFMNGR_REFERENCES))
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, m_HeadYaw( 0.0 )
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, m_Rot(0.0, 0.0, 0.0)
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, m_Pos(a_X, a_Y, a_Z)
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, m_Mass (0.001) //Default 1g
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, m_bDirtyHead(true)
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, m_bDirtyOrientation(true)
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, m_bDirtyPosition(true)
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, m_bDirtySpeed(true)
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, m_bOnGround( false )
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, m_Gravity( -9.81f )
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, m_IsInitialized(false)
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, m_LastPosX( 0.0 )
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, m_LastPosY( 0.0 )
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, m_LastPosZ( 0.0 )
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, m_TimeLastTeleportPacket(0)
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, m_TimeLastMoveReltPacket(0)
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, m_TimeLastSpeedPacket(0)
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, m_EntityType(a_EntityType)
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, m_World(NULL)
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, m_TicksSinceLastBurnDamage(0)
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, m_TicksSinceLastLavaDamage(0)
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, m_TicksSinceLastFireDamage(0)
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, m_TicksSinceLastVoidDamage(0)
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, m_TicksLeftBurning(0)
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, m_WaterSpeed(0, 0, 0)
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, m_Width(a_Width)
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, m_Height(a_Height)
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{
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cCSLock Lock(m_CSCount);
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m_EntityCount++;
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m_UniqueID = m_EntityCount;
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}
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cEntity::~cEntity()
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{
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ASSERT(!m_World->HasEntity(m_UniqueID)); // Before deleting, the entity needs to have been removed from the world
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LOGD("Deleting entity %d at pos {%.2f, %.2f, %.2f} ~ [%d, %d]; ptr %p",
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m_UniqueID,
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m_Pos.x, m_Pos.y, m_Pos.z,
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(int)(m_Pos.x / cChunkDef::Width), (int)(m_Pos.z / cChunkDef::Width),
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this
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);
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if (m_AttachedTo != NULL)
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{
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Detach();
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}
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if (m_Attachee != NULL)
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{
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m_Attachee->Detach();
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}
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if (m_IsInitialized)
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{
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LOGWARNING("ERROR: Entity deallocated without being destroyed");
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ASSERT(!"Entity deallocated without being destroyed or unlinked");
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}
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delete m_Referencers;
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delete m_References;
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}
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const char * cEntity::GetClass(void) const
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{
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return "cEntity";
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}
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const char * cEntity::GetClassStatic(void)
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{
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return "cEntity";
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}
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const char * cEntity::GetParentClass(void) const
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{
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return "";
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}
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bool cEntity::Initialize(cWorld * a_World)
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{
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if (cPluginManager::Get()->CallHookSpawningEntity(*a_World, *this))
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{
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return false;
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}
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LOGD("Initializing entity #%d (%s) at {%.02f, %.02f, %.02f}",
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m_UniqueID, GetClass(), m_Pos.x, m_Pos.y, m_Pos.z
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);
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m_IsInitialized = true;
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m_World = a_World;
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m_World->AddEntity(this);
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cPluginManager::Get()->CallHookSpawnedEntity(*a_World, *this);
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// Spawn the entity on the clients:
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a_World->BroadcastSpawnEntity(*this);
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return true;
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}
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void cEntity::WrapHeadYaw(void)
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{
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while (m_HeadYaw > 180.f) m_HeadYaw -= 360.f; // Wrap it
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while (m_HeadYaw < -180.f) m_HeadYaw += 360.f;
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}
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void cEntity::WrapRotation(void)
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{
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while (m_Rot.x > 180.f) m_Rot.x -= 360.f; // Wrap it
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while (m_Rot.x < -180.f) m_Rot.x += 360.f;
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while (m_Rot.y > 180.f) m_Rot.y -= 360.f;
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while (m_Rot.y < -180.f) m_Rot.y += 360.f;
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}
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void cEntity::WrapSpeed(void)
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{
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// There shoudn't be a need for flipping the flag on because this function is called
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// after any update, so the flag is already turned on
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if (m_Speed.x > 78.0f) m_Speed.x = 78.0f;
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else if (m_Speed.x < -78.0f) m_Speed.x = -78.0f;
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if (m_Speed.y > 78.0f) m_Speed.y = 78.0f;
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else if (m_Speed.y < -78.0f) m_Speed.y = -78.0f;
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if (m_Speed.z > 78.0f) m_Speed.z = 78.0f;
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else if (m_Speed.z < -78.0f) m_Speed.z = -78.0f;
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}
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void cEntity::Destroy(bool a_ShouldBroadcast)
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{
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if (!m_IsInitialized)
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{
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return;
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}
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if (a_ShouldBroadcast)
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{
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m_World->BroadcastDestroyEntity(*this);
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}
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m_IsInitialized = false;
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Destroyed();
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}
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void cEntity::TakeDamage(cEntity & a_Attacker)
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{
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int RawDamage = a_Attacker.GetRawDamageAgainst(*this);
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TakeDamage(dtAttack, &a_Attacker, RawDamage, a_Attacker.GetKnockbackAmountAgainst(*this));
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}
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void cEntity::TakeDamage(eDamageType a_DamageType, cEntity * a_Attacker, int a_RawDamage, double a_KnockbackAmount)
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{
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int FinalDamage = a_RawDamage - GetArmorCoverAgainst(a_Attacker, a_DamageType, a_RawDamage);
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cEntity::TakeDamage(a_DamageType, a_Attacker, a_RawDamage, FinalDamage, a_KnockbackAmount);
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}
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void cEntity::TakeDamage(eDamageType a_DamageType, cEntity * a_Attacker, int a_RawDamage, int a_FinalDamage, double a_KnockbackAmount)
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{
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TakeDamageInfo TDI;
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TDI.DamageType = a_DamageType;
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TDI.Attacker = a_Attacker;
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TDI.RawDamage = a_RawDamage;
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TDI.FinalDamage = a_FinalDamage;
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Vector3d Heading;
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Heading.x = sin(GetRotation());
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Heading.y = 0.4; // TODO: adjust the amount of "up" knockback when testing
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Heading.z = cos(GetRotation());
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TDI.Knockback = Heading * a_KnockbackAmount;
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DoTakeDamage(TDI);
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}
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void cEntity::SetRotationFromSpeed(void)
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{
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const double EPS = 0.0000001;
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if ((abs(m_Speed.x) < EPS) && (abs(m_Speed.z) < EPS))
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{
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// atan2() may overflow or is undefined, pick any number
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SetRotation(0);
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return;
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}
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SetRotation(atan2(m_Speed.x, m_Speed.z) * 180 / PI);
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}
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void cEntity::SetPitchFromSpeed(void)
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{
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const double EPS = 0.0000001;
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double xz = sqrt(m_Speed.x * m_Speed.x + m_Speed.z * m_Speed.z); // Speed XZ-plane component
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if ((abs(xz) < EPS) && (abs(m_Speed.y) < EPS))
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{
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// atan2() may overflow or is undefined, pick any number
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SetPitch(0);
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return;
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}
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SetPitch(atan2(m_Speed.y, xz) * 180 / PI);
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}
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void cEntity::DoTakeDamage(TakeDamageInfo & a_TDI)
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{
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if (cRoot::Get()->GetPluginManager()->CallHookTakeDamage(*this, a_TDI))
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{
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return;
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}
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if (m_Health <= 0)
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{
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// Can't take damage if already dead
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return;
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}
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m_Health -= (short)a_TDI.FinalDamage;
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// TODO: Apply damage to armor
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if (m_Health < 0)
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{
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m_Health = 0;
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}
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m_World->BroadcastEntityStatus(*this, ENTITY_STATUS_HURT);
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if (m_Health <= 0)
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{
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KilledBy(a_TDI.Attacker);
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}
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}
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int cEntity::GetRawDamageAgainst(const cEntity & a_Receiver)
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{
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// Returns the hitpoints that this pawn can deal to a_Receiver using its equipped items
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// Ref: http://www.minecraftwiki.net/wiki/Damage#Dealing_damage as of 2012_12_20
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switch (this->GetEquippedWeapon().m_ItemType)
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{
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case E_ITEM_WOODEN_SWORD: return 4;
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case E_ITEM_GOLD_SWORD: return 4;
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case E_ITEM_STONE_SWORD: return 5;
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case E_ITEM_IRON_SWORD: return 6;
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case E_ITEM_DIAMOND_SWORD: return 7;
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case E_ITEM_WOODEN_AXE: return 3;
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case E_ITEM_GOLD_AXE: return 3;
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case E_ITEM_STONE_AXE: return 4;
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case E_ITEM_IRON_AXE: return 5;
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case E_ITEM_DIAMOND_AXE: return 6;
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case E_ITEM_WOODEN_PICKAXE: return 2;
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case E_ITEM_GOLD_PICKAXE: return 2;
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case E_ITEM_STONE_PICKAXE: return 3;
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case E_ITEM_IRON_PICKAXE: return 4;
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case E_ITEM_DIAMOND_PICKAXE: return 5;
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case E_ITEM_WOODEN_SHOVEL: return 1;
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case E_ITEM_GOLD_SHOVEL: return 1;
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case E_ITEM_STONE_SHOVEL: return 2;
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case E_ITEM_IRON_SHOVEL: return 3;
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case E_ITEM_DIAMOND_SHOVEL: return 4;
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}
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// All other equipped items give a damage of 1:
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return 1;
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}
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int cEntity::GetArmorCoverAgainst(const cEntity * a_Attacker, eDamageType a_DamageType, int a_Damage)
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{
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// Returns the hitpoints out of a_RawDamage that the currently equipped armor would cover
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// Filter out damage types that are not protected by armor:
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// Ref.: http://www.minecraftwiki.net/wiki/Armor#Effects as of 2012_12_20
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switch (a_DamageType)
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{
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case dtOnFire:
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case dtSuffocating:
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case dtDrowning: // TODO: This one could be a special case - in various MC versions (PC vs XBox) it is and isn't armor-protected
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case dtStarving:
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case dtInVoid:
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case dtPoisoning:
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case dtPotionOfHarming:
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case dtFalling:
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case dtLightning:
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{
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return 0;
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}
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}
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// Add up all armor points:
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// Ref.: http://www.minecraftwiki.net/wiki/Armor#Defense_points as of 2012_12_20
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int ArmorValue = 0;
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switch (GetEquippedHelmet().m_ItemType)
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{
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case E_ITEM_LEATHER_CAP: ArmorValue += 1; break;
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case E_ITEM_GOLD_HELMET: ArmorValue += 2; break;
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case E_ITEM_CHAIN_HELMET: ArmorValue += 2; break;
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case E_ITEM_IRON_HELMET: ArmorValue += 2; break;
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case E_ITEM_DIAMOND_HELMET: ArmorValue += 3; break;
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}
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switch (GetEquippedChestplate().m_ItemType)
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{
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case E_ITEM_LEATHER_TUNIC: ArmorValue += 3; break;
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case E_ITEM_GOLD_CHESTPLATE: ArmorValue += 5; break;
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case E_ITEM_CHAIN_CHESTPLATE: ArmorValue += 5; break;
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case E_ITEM_IRON_CHESTPLATE: ArmorValue += 6; break;
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case E_ITEM_DIAMOND_CHESTPLATE: ArmorValue += 8; break;
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}
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switch (GetEquippedLeggings().m_ItemType)
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{
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case E_ITEM_LEATHER_PANTS: ArmorValue += 2; break;
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case E_ITEM_GOLD_LEGGINGS: ArmorValue += 3; break;
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case E_ITEM_CHAIN_LEGGINGS: ArmorValue += 4; break;
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case E_ITEM_IRON_LEGGINGS: ArmorValue += 5; break;
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case E_ITEM_DIAMOND_LEGGINGS: ArmorValue += 6; break;
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}
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switch (GetEquippedBoots().m_ItemType)
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{
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case E_ITEM_LEATHER_BOOTS: ArmorValue += 1; break;
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case E_ITEM_GOLD_BOOTS: ArmorValue += 1; break;
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case E_ITEM_CHAIN_BOOTS: ArmorValue += 1; break;
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case E_ITEM_IRON_BOOTS: ArmorValue += 2; break;
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case E_ITEM_DIAMOND_BOOTS: ArmorValue += 3; break;
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}
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// TODO: Special armor cases, such as wool, saddles, dog's collar
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// Ref.: http://www.minecraftwiki.net/wiki/Armor#Mob_armor as of 2012_12_20
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// Now ArmorValue is in [0, 20] range, which corresponds to [0, 80%] protection. Calculate the hitpoints from that:
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return a_Damage * (ArmorValue * 4) / 100;
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}
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double cEntity::GetKnockbackAmountAgainst(const cEntity & a_Receiver)
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{
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// Returns the knockback amount that the currently equipped items would cause to a_Receiver on a hit
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// TODO: Enchantments
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return 1;
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}
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void cEntity::KilledBy(cEntity * a_Killer)
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{
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m_Health = 0;
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cRoot::Get()->GetPluginManager()->CallHookKilling(*this, a_Killer);
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if (m_Health > 0)
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{
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// Plugin wants to 'unkill' the pawn. Abort
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return;
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}
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// Drop loot:
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cItems Drops;
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GetDrops(Drops, a_Killer);
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m_World->SpawnItemPickups(Drops, GetPosX(), GetPosY(), GetPosZ());
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m_World->BroadcastEntityStatus(*this, ENTITY_STATUS_DEAD);
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}
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void cEntity::Heal(int a_HitPoints)
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{
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m_Health += a_HitPoints;
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if (m_Health > m_MaxHealth)
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{
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m_Health = m_MaxHealth;
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}
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}
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void cEntity::SetHealth(int a_Health)
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{
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m_Health = std::max(0, std::min(m_MaxHealth, a_Health));
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}
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void cEntity::Tick(float a_Dt, cChunk & a_Chunk)
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{
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if (m_AttachedTo != NULL)
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{
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if ((m_Pos - m_AttachedTo->GetPosition()).Length() > 0.5)
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{
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SetPosition(m_AttachedTo->GetPosition());
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}
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}
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else
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{
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if (a_Chunk.IsValid())
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{
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HandlePhysics(a_Dt, a_Chunk);
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}
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}
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if (a_Chunk.IsValid())
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{
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TickBurning(a_Chunk);
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}
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if ((a_Chunk.IsValid()) && (GetPosY() < -46))
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{
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TickInVoid(a_Chunk);
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}
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else { m_TicksSinceLastVoidDamage = 0; }
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}
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void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
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{
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// TODO Add collision detection with entities.
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a_Dt /= 1000; // Convert from msec to sec
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Vector3d NextPos = Vector3d(GetPosX(),GetPosY(),GetPosZ());
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Vector3d NextSpeed = Vector3d(GetSpeedX(),GetSpeedY(),GetSpeedZ());
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int BlockX = (int) floor(NextPos.x);
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int BlockY = (int) floor(NextPos.y);
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int BlockZ = (int) floor(NextPos.z);
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if ((BlockY >= cChunkDef::Height) || (BlockY < 0))
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{
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// Outside of the world
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cChunk * NextChunk = a_Chunk.GetNeighborChunk(BlockX, BlockZ);
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// See if we can commit our changes. If not, we will discard them.
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if (NextChunk != NULL)
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{
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SetSpeed(NextSpeed);
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NextPos += (NextSpeed * a_Dt);
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SetPosition(NextPos);
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}
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return;
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}
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// Make sure we got the correct chunk and a valid one. No one ever knows...
|
|
cChunk * NextChunk = a_Chunk.GetNeighborChunk(BlockX, BlockZ);
|
|
if (NextChunk != NULL)
|
|
{
|
|
int RelBlockX = BlockX - (NextChunk->GetPosX() * cChunkDef::Width);
|
|
int RelBlockZ = BlockZ - (NextChunk->GetPosZ() * cChunkDef::Width);
|
|
BLOCKTYPE BlockIn = NextChunk->GetBlock( RelBlockX, BlockY, RelBlockZ );
|
|
BLOCKTYPE BlockBelow = NextChunk->GetBlock( RelBlockX, BlockY - 1, RelBlockZ );
|
|
if (!g_BlockIsSolid[BlockIn]) // Making sure we are not inside a solid block
|
|
{
|
|
if (m_bOnGround) // check if it's still on the ground
|
|
{
|
|
BLOCKTYPE BlockBelow = NextChunk->GetBlock( RelBlockX, BlockY - 1, RelBlockZ );
|
|
if (!g_BlockIsSolid[BlockBelow]) // Check if block below is air or water.
|
|
{
|
|
m_bOnGround = false;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Push out entity.
|
|
m_bOnGround = true;
|
|
NextPos.y += 0.2;
|
|
LOGD("Entity #%d (%s) is inside a block at {%d, %d, %d}",
|
|
m_UniqueID, GetClass(), BlockX, BlockY, BlockZ
|
|
);
|
|
}
|
|
|
|
if (!m_bOnGround)
|
|
{
|
|
float fallspeed;
|
|
if (IsBlockWater(BlockIn))
|
|
{
|
|
fallspeed = m_Gravity * a_Dt / 3; // Fall 3x slower in water.
|
|
}
|
|
else if (BlockIn == E_BLOCK_COBWEB)
|
|
{
|
|
NextSpeed.y *= 0.05; // Reduce overall falling speed
|
|
fallspeed = 0; // No falling.
|
|
}
|
|
else
|
|
{
|
|
// Normal gravity
|
|
fallspeed = m_Gravity * a_Dt;
|
|
}
|
|
NextSpeed.y += fallspeed;
|
|
}
|
|
else
|
|
{
|
|
// TODO: This condition belongs to minecarts, without it, they derails too much.
|
|
// But it shouldn't be here for other entities. We need a complete minecart physics overhaul.
|
|
if (
|
|
(BlockBelow != E_BLOCK_RAIL) &&
|
|
(BlockBelow != E_BLOCK_DETECTOR_RAIL) &&
|
|
(BlockBelow != E_BLOCK_POWERED_RAIL) &&
|
|
(BlockBelow != E_BLOCK_ACTIVATOR_RAIL)
|
|
)
|
|
{
|
|
// Friction
|
|
if (NextSpeed.SqrLength() > 0.0004f)
|
|
{
|
|
NextSpeed.x *= 0.6666;
|
|
if (fabs(NextSpeed.x) < 0.05)
|
|
{
|
|
NextSpeed.x = 0;
|
|
}
|
|
NextSpeed.z *= 0.6666;
|
|
if (fabs(NextSpeed.z) < 0.05)
|
|
{
|
|
NextSpeed.z = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Adjust X and Z speed for COBWEB temporary. This speed modification should be handled inside block handlers since we
|
|
// might have different speed modifiers according to terrain.
|
|
if (BlockIn == E_BLOCK_COBWEB)
|
|
{
|
|
NextSpeed.x *= 0.25;
|
|
NextSpeed.z *= 0.25;
|
|
}
|
|
|
|
//Get water direction
|
|
Direction WaterDir = m_World->GetWaterSimulator()->GetFlowingDirection(BlockX, BlockY, BlockZ);
|
|
|
|
m_WaterSpeed *= 0.9f; //Reduce speed each tick
|
|
|
|
switch(WaterDir)
|
|
{
|
|
case X_PLUS:
|
|
m_WaterSpeed.x = 1.f;
|
|
m_bOnGround = false;
|
|
break;
|
|
case X_MINUS:
|
|
m_WaterSpeed.x = -1.f;
|
|
m_bOnGround = false;
|
|
break;
|
|
case Z_PLUS:
|
|
m_WaterSpeed.z = 1.f;
|
|
m_bOnGround = false;
|
|
break;
|
|
case Z_MINUS:
|
|
m_WaterSpeed.z = -1.f;
|
|
m_bOnGround = false;
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
if (fabs(m_WaterSpeed.x) < 0.05)
|
|
{
|
|
m_WaterSpeed.x = 0;
|
|
}
|
|
|
|
if (fabs(m_WaterSpeed.z) < 0.05)
|
|
{
|
|
m_WaterSpeed.z = 0;
|
|
}
|
|
|
|
NextSpeed += m_WaterSpeed;
|
|
|
|
if( NextSpeed.SqrLength() > 0.f )
|
|
{
|
|
cTracer Tracer( GetWorld() );
|
|
int Ret = Tracer.Trace( NextPos, NextSpeed, 2 );
|
|
if( Ret ) // Oh noez! we hit something
|
|
{
|
|
// Set to hit position
|
|
if( (Tracer.RealHit - NextPos).SqrLength() <= ( NextSpeed * a_Dt ).SqrLength() )
|
|
{
|
|
if( Ret == 1 )
|
|
{
|
|
|
|
if( Tracer.HitNormal.x != 0.f ) NextSpeed.x = 0.f;
|
|
if( Tracer.HitNormal.y != 0.f ) NextSpeed.y = 0.f;
|
|
if( Tracer.HitNormal.z != 0.f ) NextSpeed.z = 0.f;
|
|
|
|
if( Tracer.HitNormal.y > 0 ) // means on ground
|
|
{
|
|
m_bOnGround = true;
|
|
}
|
|
}
|
|
NextPos.Set(Tracer.RealHit.x,Tracer.RealHit.y,Tracer.RealHit.z);
|
|
NextPos.x += Tracer.HitNormal.x * 0.5f;
|
|
NextPos.z += Tracer.HitNormal.z * 0.5f;
|
|
}
|
|
else
|
|
NextPos += (NextSpeed * a_Dt);
|
|
}
|
|
else
|
|
{
|
|
// We didn't hit anything, so move =]
|
|
NextPos += (NextSpeed * a_Dt);
|
|
}
|
|
}
|
|
BlockX = (int) floor(NextPos.x);
|
|
BlockZ = (int) floor(NextPos.z);
|
|
NextChunk = NextChunk->GetNeighborChunk(BlockX,BlockZ);
|
|
// See if we can commit our changes. If not, we will discard them.
|
|
if (NextChunk != NULL)
|
|
{
|
|
if (NextPos.x != GetPosX()) SetPosX(NextPos.x);
|
|
if (NextPos.y != GetPosY()) SetPosY(NextPos.y);
|
|
if (NextPos.z != GetPosZ()) SetPosZ(NextPos.z);
|
|
if (NextSpeed.x != GetSpeedX()) SetSpeedX(NextSpeed.x);
|
|
if (NextSpeed.y != GetSpeedY()) SetSpeedY(NextSpeed.y);
|
|
if (NextSpeed.z != GetSpeedZ()) SetSpeedZ(NextSpeed.z);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cEntity::TickBurning(cChunk & a_Chunk)
|
|
{
|
|
// Remember the current burning state:
|
|
bool HasBeenBurning = (m_TicksLeftBurning > 0);
|
|
|
|
// Do the burning damage:
|
|
if (m_TicksLeftBurning > 0)
|
|
{
|
|
m_TicksSinceLastBurnDamage++;
|
|
if (m_TicksSinceLastBurnDamage >= BURN_TICKS_PER_DAMAGE)
|
|
{
|
|
TakeDamage(dtOnFire, NULL, BURN_DAMAGE, 0);
|
|
m_TicksSinceLastBurnDamage = 0;
|
|
}
|
|
m_TicksLeftBurning--;
|
|
}
|
|
|
|
// Update the burning times, based on surroundings:
|
|
int MinRelX = (int)floor(GetPosX() - m_Width / 2) - a_Chunk.GetPosX() * cChunkDef::Width;
|
|
int MaxRelX = (int)floor(GetPosX() + m_Width / 2) - a_Chunk.GetPosX() * cChunkDef::Width;
|
|
int MinRelZ = (int)floor(GetPosZ() - m_Width / 2) - a_Chunk.GetPosZ() * cChunkDef::Width;
|
|
int MaxRelZ = (int)floor(GetPosZ() + m_Width / 2) - a_Chunk.GetPosZ() * cChunkDef::Width;
|
|
int MinY = std::max(0, std::min(cChunkDef::Height - 1, (int)floor(GetPosY())));
|
|
int MaxY = std::max(0, std::min(cChunkDef::Height - 1, (int)ceil (GetPosY() + m_Height)));
|
|
bool HasWater = false;
|
|
bool HasLava = false;
|
|
bool HasFire = false;
|
|
|
|
for (int x = MinRelX; x <= MaxRelX; x++)
|
|
{
|
|
for (int z = MinRelZ; z <= MaxRelZ; z++)
|
|
{
|
|
int RelX = x;
|
|
int RelZ = z;
|
|
cChunk * CurChunk = a_Chunk.GetRelNeighborChunkAdjustCoords(RelX, RelZ);
|
|
if (CurChunk == NULL)
|
|
{
|
|
continue;
|
|
}
|
|
for (int y = MinY; y <= MaxY; y++)
|
|
{
|
|
switch (CurChunk->GetBlock(RelX, y, RelZ))
|
|
{
|
|
case E_BLOCK_FIRE:
|
|
{
|
|
HasFire = true;
|
|
break;
|
|
}
|
|
case E_BLOCK_LAVA:
|
|
case E_BLOCK_STATIONARY_LAVA:
|
|
{
|
|
HasLava = true;
|
|
break;
|
|
}
|
|
case E_BLOCK_STATIONARY_WATER:
|
|
case E_BLOCK_WATER:
|
|
{
|
|
HasWater = true;
|
|
break;
|
|
}
|
|
} // switch (BlockType)
|
|
} // for y
|
|
} // for z
|
|
} // for x
|
|
|
|
if (HasWater)
|
|
{
|
|
// Extinguish the fire
|
|
m_TicksLeftBurning = 0;
|
|
}
|
|
|
|
if (HasLava)
|
|
{
|
|
// Burn:
|
|
m_TicksLeftBurning = BURN_TICKS;
|
|
|
|
// Periodically damage:
|
|
m_TicksSinceLastLavaDamage++;
|
|
if (m_TicksSinceLastLavaDamage >= LAVA_TICKS_PER_DAMAGE)
|
|
{
|
|
TakeDamage(dtLavaContact, NULL, LAVA_DAMAGE, 0);
|
|
m_TicksSinceLastLavaDamage = 0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_TicksSinceLastLavaDamage = 0;
|
|
}
|
|
|
|
if (HasFire)
|
|
{
|
|
// Burn:
|
|
m_TicksLeftBurning = BURN_TICKS;
|
|
|
|
// Periodically damage:
|
|
m_TicksSinceLastFireDamage++;
|
|
if (m_TicksSinceLastFireDamage >= FIRE_TICKS_PER_DAMAGE)
|
|
{
|
|
TakeDamage(dtFireContact, NULL, FIRE_DAMAGE, 0);
|
|
m_TicksSinceLastFireDamage = 0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_TicksSinceLastFireDamage = 0;
|
|
}
|
|
|
|
// If just started / finished burning, notify descendants:
|
|
if ((m_TicksLeftBurning > 0) && !HasBeenBurning)
|
|
{
|
|
OnStartedBurning();
|
|
}
|
|
else if ((m_TicksLeftBurning <= 0) && HasBeenBurning)
|
|
{
|
|
OnFinishedBurning();
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cEntity::TickInVoid(cChunk & a_Chunk)
|
|
{
|
|
if (m_TicksSinceLastVoidDamage == 20)
|
|
{
|
|
TakeDamage(dtInVoid, NULL, 2, 0);
|
|
m_TicksSinceLastVoidDamage = 0;
|
|
}
|
|
else
|
|
{
|
|
m_TicksSinceLastVoidDamage++;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// Called when the entity starts burning
|
|
void cEntity::OnStartedBurning(void)
|
|
{
|
|
// Broadcast the change:
|
|
m_World->BroadcastEntityMetadata(*this);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// Called when the entity finishes burning
|
|
void cEntity::OnFinishedBurning(void)
|
|
{
|
|
// Broadcast the change:
|
|
m_World->BroadcastEntityMetadata(*this);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// Sets the maximum value for the health
|
|
void cEntity::SetMaxHealth(int a_MaxHealth)
|
|
{
|
|
m_MaxHealth = a_MaxHealth;
|
|
|
|
// Reset health, if too high:
|
|
if (m_Health > a_MaxHealth)
|
|
{
|
|
m_Health = a_MaxHealth;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// Puts the entity on fire for the specified amount of ticks
|
|
void cEntity::StartBurning(int a_TicksLeftBurning)
|
|
{
|
|
if (m_TicksLeftBurning > 0)
|
|
{
|
|
// Already burning, top up the ticks left burning and bail out:
|
|
m_TicksLeftBurning = std::max(m_TicksLeftBurning, a_TicksLeftBurning);
|
|
return;
|
|
}
|
|
|
|
m_TicksLeftBurning = a_TicksLeftBurning;
|
|
OnStartedBurning();
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// Stops the entity from burning, resets all burning timers
|
|
void cEntity::StopBurning(void)
|
|
{
|
|
bool HasBeenBurning = (m_TicksLeftBurning > 0);
|
|
m_TicksLeftBurning = 0;
|
|
m_TicksSinceLastBurnDamage = 0;
|
|
m_TicksSinceLastFireDamage = 0;
|
|
m_TicksSinceLastLavaDamage = 0;
|
|
|
|
// Notify if the entity has stopped burning
|
|
if (HasBeenBurning)
|
|
{
|
|
OnFinishedBurning();
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cEntity::TeleportToEntity(cEntity & a_Entity)
|
|
{
|
|
TeleportToCoords(a_Entity.GetPosX(), a_Entity.GetPosY(), a_Entity.GetPosZ());
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cEntity::TeleportToCoords(double a_PosX, double a_PosY, double a_PosZ)
|
|
{
|
|
SetPosition(a_PosX, a_PosY, a_PosZ);
|
|
m_World->BroadcastTeleportEntity(*this);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cEntity::BroadcastMovementUpdate(const cClientHandle * a_Exclude)
|
|
{
|
|
//We need to keep updating the clients when there is movement or if there was a change in speed and after 2 ticks
|
|
if( (m_Speed.SqrLength() > 0.0004f || m_bDirtySpeed) && (m_World->GetWorldAge() - m_TimeLastSpeedPacket >= 2))
|
|
{
|
|
m_World->BroadcastEntityVelocity(*this,a_Exclude);
|
|
m_bDirtySpeed = false;
|
|
m_TimeLastSpeedPacket = m_World->GetWorldAge();
|
|
}
|
|
|
|
//Have to process position related packets this every two ticks
|
|
if (m_World->GetWorldAge() % 2 == 0)
|
|
{
|
|
int DiffX = (int) (floor(GetPosX() * 32.0) - floor(m_LastPosX * 32.0));
|
|
int DiffY = (int) (floor(GetPosY() * 32.0) - floor(m_LastPosY * 32.0));
|
|
int DiffZ = (int) (floor(GetPosZ() * 32.0) - floor(m_LastPosZ * 32.0));
|
|
Int64 DiffTeleportPacket = m_World->GetWorldAge() - m_TimeLastTeleportPacket;
|
|
// 4 blocks is max Relative So if the Diff is greater than 127 or. Send an absolute position every 20 seconds
|
|
if (DiffTeleportPacket >= 400 ||
|
|
((DiffX > 127) || (DiffX < -128) ||
|
|
(DiffY > 127) || (DiffY < -128) ||
|
|
(DiffZ > 127) || (DiffZ < -128)))
|
|
{
|
|
//
|
|
m_World->BroadcastTeleportEntity(*this,a_Exclude);
|
|
m_TimeLastTeleportPacket = m_World->GetWorldAge();
|
|
m_TimeLastMoveReltPacket = m_TimeLastTeleportPacket; //Must synchronize.
|
|
m_LastPosX = GetPosX();
|
|
m_LastPosY = GetPosY();
|
|
m_LastPosZ = GetPosZ();
|
|
m_bDirtyPosition = false;
|
|
m_bDirtyOrientation = false;
|
|
}
|
|
else
|
|
{
|
|
Int64 DiffMoveRelPacket = m_World->GetWorldAge() - m_TimeLastMoveReltPacket;
|
|
//if the change is big enough.
|
|
if ((abs(DiffX) >= 4 || abs(DiffY) >= 4 || abs(DiffZ) >= 4 || DiffMoveRelPacket >= 60) && m_bDirtyPosition)
|
|
{
|
|
if (m_bDirtyOrientation)
|
|
{
|
|
m_World->BroadcastEntityRelMoveLook(*this, (char)DiffX, (char)DiffY, (char)DiffZ,a_Exclude);
|
|
m_bDirtyOrientation = false;
|
|
}
|
|
else
|
|
{
|
|
m_World->BroadcastEntityRelMove(*this, (char)DiffX, (char)DiffY, (char)DiffZ,a_Exclude);
|
|
}
|
|
m_LastPosX = GetPosX();
|
|
m_LastPosY = GetPosY();
|
|
m_LastPosZ = GetPosZ();
|
|
m_bDirtyPosition = false;
|
|
m_TimeLastMoveReltPacket = m_World->GetWorldAge();
|
|
}
|
|
else
|
|
{
|
|
if (m_bDirtyOrientation)
|
|
{
|
|
m_World->BroadcastEntityLook(*this,a_Exclude);
|
|
m_bDirtyOrientation = false;
|
|
}
|
|
}
|
|
}
|
|
if (m_bDirtyHead)
|
|
{
|
|
m_World->BroadcastEntityHeadLook(*this,a_Exclude);
|
|
m_bDirtyHead = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cEntity::AttachTo(cEntity * a_AttachTo)
|
|
{
|
|
if (m_AttachedTo == a_AttachTo)
|
|
{
|
|
// Already attached to that entity, nothing to do here
|
|
return;
|
|
}
|
|
|
|
// Detach from any previous entity:
|
|
Detach();
|
|
|
|
// Attach to the new entity:
|
|
m_AttachedTo = a_AttachTo;
|
|
a_AttachTo->m_Attachee = this;
|
|
m_World->BroadcastAttachEntity(*this, a_AttachTo);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cEntity::Detach(void)
|
|
{
|
|
if (m_AttachedTo == NULL)
|
|
{
|
|
// Attached to no entity, our work is done
|
|
return;
|
|
}
|
|
m_AttachedTo->m_Attachee = NULL;
|
|
m_AttachedTo = NULL;
|
|
m_World->BroadcastAttachEntity(*this, NULL);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
bool cEntity::IsA(const char * a_ClassName) const
|
|
{
|
|
return (strcmp(a_ClassName, "cEntity") == 0);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cEntity::SetRot(const Vector3f & a_Rot)
|
|
{
|
|
m_Rot = a_Rot;
|
|
m_bDirtyOrientation = true;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cEntity::SetHeadYaw(double a_HeadYaw)
|
|
{
|
|
m_HeadYaw = a_HeadYaw;
|
|
m_bDirtyHead = true;
|
|
WrapHeadYaw();
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cEntity::SetHeight(double a_Height)
|
|
{
|
|
m_Height = a_Height;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cEntity::SetMass(double a_Mass)
|
|
{
|
|
if (a_Mass > 0)
|
|
{
|
|
m_Mass = a_Mass;
|
|
}
|
|
else
|
|
{
|
|
// Make sure that mass is not zero. 1g is the default because we
|
|
// have to choose a number. It's perfectly legal to have a mass
|
|
// less than 1g as long as is NOT equal or less than zero.
|
|
m_Mass = 0.001;
|
|
}
|
|
}
|
|
|
|
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|
|
|
|
|
|
|
void cEntity::SetRotation(double a_Rotation)
|
|
{
|
|
m_Rot.x = a_Rotation;
|
|
m_bDirtyOrientation = true;
|
|
WrapRotation();
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cEntity::SetPitch(double a_Pitch)
|
|
{
|
|
m_Rot.y = a_Pitch;
|
|
m_bDirtyOrientation = true;
|
|
WrapRotation();
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cEntity::SetRoll(double a_Roll)
|
|
{
|
|
m_Rot.z = a_Roll;
|
|
m_bDirtyOrientation = true;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cEntity::SetSpeed(double a_SpeedX, double a_SpeedY, double a_SpeedZ)
|
|
{
|
|
m_Speed.Set(a_SpeedX, a_SpeedY, a_SpeedZ);
|
|
m_bDirtySpeed = true;
|
|
WrapSpeed();
|
|
}
|
|
|
|
|
|
|
|
|
|
void cEntity::SetSpeedX(double a_SpeedX)
|
|
{
|
|
m_Speed.x = a_SpeedX;
|
|
m_bDirtySpeed = true;
|
|
WrapSpeed();
|
|
}
|
|
|
|
|
|
|
|
|
|
void cEntity::SetSpeedY(double a_SpeedY)
|
|
{
|
|
m_Speed.y = a_SpeedY;
|
|
m_bDirtySpeed = true;
|
|
WrapSpeed();
|
|
}
|
|
|
|
|
|
|
|
|
|
void cEntity::SetSpeedZ(double a_SpeedZ)
|
|
{
|
|
m_Speed.z = a_SpeedZ;
|
|
m_bDirtySpeed = true;
|
|
WrapSpeed();
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cEntity::SetWidth(double a_Width)
|
|
{
|
|
m_Width = a_Width;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cEntity::AddPosX(double a_AddPosX)
|
|
{
|
|
m_Pos.x += a_AddPosX;
|
|
m_bDirtyPosition = true;
|
|
}
|
|
|
|
|
|
|
|
|
|
void cEntity::AddPosY(double a_AddPosY)
|
|
{
|
|
m_Pos.y += a_AddPosY;
|
|
m_bDirtyPosition = true;
|
|
}
|
|
|
|
|
|
|
|
|
|
void cEntity::AddPosZ(double a_AddPosZ)
|
|
{
|
|
m_Pos.z += a_AddPosZ;
|
|
m_bDirtyPosition = true;
|
|
}
|
|
|
|
|
|
|
|
|
|
void cEntity::AddPosition(double a_AddPosX, double a_AddPosY, double a_AddPosZ)
|
|
{
|
|
m_Pos.x += a_AddPosX;
|
|
m_Pos.y += a_AddPosY;
|
|
m_Pos.z += a_AddPosZ;
|
|
m_bDirtyPosition = true;
|
|
}
|
|
|
|
|
|
|
|
|
|
void cEntity::AddSpeed(double a_AddSpeedX, double a_AddSpeedY, double a_AddSpeedZ)
|
|
{
|
|
m_Speed.x += a_AddSpeedX;
|
|
m_Speed.y += a_AddSpeedY;
|
|
m_Speed.z += a_AddSpeedZ;
|
|
m_bDirtySpeed = true;
|
|
WrapSpeed();
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cEntity::AddSpeedX(double a_AddSpeedX)
|
|
{
|
|
m_Speed.x += a_AddSpeedX;
|
|
m_bDirtySpeed = true;
|
|
WrapSpeed();
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cEntity::AddSpeedY(double a_AddSpeedY)
|
|
{
|
|
m_Speed.y += a_AddSpeedY;
|
|
m_bDirtySpeed = true;
|
|
WrapSpeed();
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cEntity::AddSpeedZ(double a_AddSpeedZ)
|
|
{
|
|
m_Speed.z += a_AddSpeedZ;
|
|
m_bDirtySpeed = true;
|
|
WrapSpeed();
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cEntity::SteerVehicle(float a_Forward, float a_Sideways)
|
|
{
|
|
if (m_AttachedTo == NULL)
|
|
{
|
|
return;
|
|
}
|
|
if ((a_Forward != 0) || (a_Sideways != 0))
|
|
{
|
|
Vector3d LookVector = GetLookVector();
|
|
double AddSpeedX = LookVector.x * a_Forward + LookVector.z * a_Sideways;
|
|
double AddSpeedZ = LookVector.z * a_Forward - LookVector.x * a_Sideways;
|
|
m_AttachedTo->AddSpeed(AddSpeedX, 0, AddSpeedZ);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
// Get look vector (this is NOT a rotation!)
|
|
Vector3d cEntity::GetLookVector(void) const
|
|
{
|
|
Matrix4d m;
|
|
m.Init(Vector3f(), 0, m_Rot.x, -m_Rot.y);
|
|
Vector3d Look = m.Transform(Vector3d(0, 0, 1));
|
|
return Look;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
// Set position
|
|
void cEntity::SetPosition(double a_PosX, double a_PosY, double a_PosZ)
|
|
{
|
|
m_Pos.Set(a_PosX, a_PosY, a_PosZ);
|
|
m_bDirtyPosition = true;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cEntity::SetPosX(double a_PosX)
|
|
{
|
|
m_Pos.x = a_PosX;
|
|
m_bDirtyPosition = true;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cEntity::SetPosY(double a_PosY)
|
|
{
|
|
m_Pos.y = a_PosY;
|
|
m_bDirtyPosition = true;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cEntity::SetPosZ(double a_PosZ)
|
|
{
|
|
m_Pos.z = a_PosZ;
|
|
m_bDirtyPosition = true;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
// Reference stuffs
|
|
void cEntity::AddReference(cEntity * & a_EntityPtr)
|
|
{
|
|
m_References->AddReference(a_EntityPtr);
|
|
a_EntityPtr->ReferencedBy(a_EntityPtr);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cEntity::ReferencedBy(cEntity * & a_EntityPtr)
|
|
{
|
|
m_Referencers->AddReference(a_EntityPtr);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cEntity::Dereference(cEntity * & a_EntityPtr)
|
|
{
|
|
m_Referencers->Dereference(a_EntityPtr);
|
|
}
|
|
|
|
|
|
|
|
|