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// SkullEntity.h
// Declares the cSkullEntity class representing a single skull/head in the world
#pragma once
#include "BlockEntity.h"
namespace Json
{
class Value;
}
// tolua_begin
class cSkullEntity :
public cBlockEntity
{
typedef cBlockEntity super;
public:
// tolua_end
/// Creates a new skull entity at the specified block coords. a_World may be NULL
cSkullEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World);
bool LoadFromJson( const Json::Value& a_Value );
virtual void SaveToJson(Json::Value& a_Value ) override;
// tolua_begin
/// Set the Skull Type
void SetSkullType(const eSkullType & a_SkullType);
/// Set the Rotation
void SetRotation(eSkullRotation a_Rotation);
// Set the Player Name for Player Skulls
void SetOwner(const AString & a_Owner);
/// Get the Skull Type
eSkullType GetSkullType(void) const { return m_SkullType; }
/// Get the Rotation
eSkullRotation GetRotation(void) const { return m_Rotation; }
/// Get the setted Player Name
AString GetOwner(void) const { return m_Owner; }
// tolua_end
virtual void UsedBy(cPlayer * a_Player) override;
virtual void SendTo(cClientHandle & a_Client) override;
static const char * GetClassStatic(void) { return "cSkullEntity"; }
private:
eSkullType m_SkullType;
eSkullRotation m_Rotation;
AString m_Owner;
} ; // tolua_export
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