1d1fa91401
* Outline function for teleporting. * Created new handler for chorus fruit. * Fixed AttemptTeleport failing. * Better names, working sound effect. * Corrected naming. * Remove stray LOGD. * Offset teleport to middle of block. * Style Fixes Co-authored-by: x12xx12x <44411062+12xx12@users.noreply.github.com> * Style Fixes 2 Co-authored-by: x12xx12x <44411062+12xx12@users.noreply.github.com> * Move FindTeleportDestination to static cPawn method. * cBoundingBox interface. * Cleanup includes. * Maybe exported to API? * Change a_World to reference, add to APIDesc. Co-authored-by: x12xx12x <44411062+12xx12@users.noreply.github.com>
45 lines
951 B
C++
45 lines
951 B
C++
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#pragma once
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#include "ItemFood.h"
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#include "../Entities/Pawn.h"
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class cItemChorusFruitHandler:
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public cItemFoodHandler
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{
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using Super = cItemFoodHandler;
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public:
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cItemChorusFruitHandler():
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Super(E_ITEM_CHORUS_FRUIT, FoodInfo(4, 2.4))
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{
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}
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virtual bool EatItem(cPlayer * a_Player, cItem * a_Item) override
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{
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cItemHandler::EatItem(a_Player, a_Item);
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if (!a_Player->IsGameModeCreative())
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{
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a_Player->GetInventory().RemoveOneEquippedItem();
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}
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// Attempt to find a teleport destination
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Vector3d Destination;
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cWorld * World = a_Player->GetWorld();
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if (cPawn::FindTeleportDestination(*World, 2, 16, Destination, a_Player->GetPosition(), 8))
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{
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// Broadcast sound effect to _pre-teleport_ location, then teleport player.
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World->BroadcastSoundEffect("item.chorus_fruit.teleport", a_Player->GetPosition(), 1, 1);
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a_Player->TeleportToCoords(Destination.x, Destination.y, Destination.z);
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}
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return true;
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}
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};
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