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author | LogicParrot <LogicParrot@users.noreply.github.com> | 2016-02-05 22:45:45 +0100 |
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committer | LogicParrot <LogicParrot@users.noreply.github.com> | 2016-02-05 22:50:18 +0100 |
commit | ca6ef58b1ee8521e4b940ee4883dee714960e413 (patch) | |
tree | 8532add455224b07c07a759e3d906f50c0695888 /src/Entities/ArrowEntity.h | |
parent | Merge pull request #2972 from marvinkopf/PlayerAutoComplete (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/Entities/ArrowEntity.h | 46 |
1 files changed, 23 insertions, 23 deletions
diff --git a/src/Entities/ArrowEntity.h b/src/Entities/ArrowEntity.h index 2ecc16d1c..7ed99b79e 100644 --- a/src/Entities/ArrowEntity.h +++ b/src/Entities/ArrowEntity.h @@ -22,7 +22,7 @@ class cArrowEntity : public cProjectileEntity { typedef cProjectileEntity super; - + public: /** Determines when the arrow can be picked up (depending on player gamemode). Corresponds to the MCA file "pickup" field */ enum ePickupState @@ -31,78 +31,78 @@ public: psInSurvivalOrCreative = 1, psInCreative = 2, } ; - + // tolua_end - + CLASS_PROTODEF(cArrowEntity) - + /** Creates a new arrow with psNoPickup state and default damage modifier coeff */ cArrowEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d & a_Speed); - + /** Creates a new arrow as shot by a player, initializes it from the player object */ cArrowEntity(cPlayer & a_Player, double a_Force); - + // tolua_begin - + /** Returns whether the arrow can be picked up by players */ ePickupState GetPickupState(void) const { return m_PickupState; } - + /** Sets a new pickup state */ void SetPickupState(ePickupState a_PickupState) { m_PickupState = a_PickupState; } - + /** Returns the damage modifier coeff. */ double GetDamageCoeff(void) const { return m_DamageCoeff; } /** Sets the damage modifier coeff */ void SetDamageCoeff(double a_DamageCoeff) { m_DamageCoeff = a_DamageCoeff; } - + /** Returns true if the specified player can pick the arrow up */ bool CanPickup(const cPlayer & a_Player) const; - + /** Returns true if the arrow is set as critical */ bool IsCritical(void) const { return m_IsCritical; } - + /** Sets the IsCritical flag */ void SetIsCritical(bool a_IsCritical) { m_IsCritical = a_IsCritical; } /** Gets the block arrow is in */ Vector3i GetBlockHit(void) const { return m_HitBlockPos; } - + // tolua_end /** Sets the block arrow is in. To be used by the MCA loader only! */ void SetBlockHit(const Vector3i & a_BlockHit) { m_HitBlockPos = a_BlockHit; } - + protected: - + /** Determines when the arrow can be picked up by players */ ePickupState m_PickupState; - + /** The coefficient applied to the damage that the arrow will deal, based on the bow enchantment. 2.0 for normal arrow */ double m_DamageCoeff; - + /** If true, the arrow deals more damage */ bool m_IsCritical; - + /** Timer for pickup collection animation or five minute timeout */ std::chrono::milliseconds m_Timer; - + /** Timer for client arrow position confirmation via TeleportEntity */ std::chrono::milliseconds m_HitGroundTimer; - + // Whether the arrow has already been teleported into the proper position in the ground. bool m_HasTeleported; - + /** If true, the arrow is in the process of being collected - don't go to anyone else */ bool m_bIsCollected; /** Stores the block position that arrow is lodged into, sets m_IsInGround to false if it becomes air */ Vector3i m_HitBlockPos; - + // cProjectileEntity overrides: virtual void OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_HitFace) override; virtual void OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos) override; virtual void CollectedBy(cPlayer & a_Player) override; virtual void Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) override; - + }; // tolua_export |