diff options
Diffstat (limited to '')
-rw-r--r-- | src/Entities/ArrowEntity.cpp | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/src/Entities/ArrowEntity.cpp b/src/Entities/ArrowEntity.cpp index 428721a80..38dfb8392 100644 --- a/src/Entities/ArrowEntity.cpp +++ b/src/Entities/ArrowEntity.cpp @@ -9,7 +9,7 @@ cArrowEntity::cArrowEntity(cEntity * a_Creator, Vector3d a_Pos, Vector3d a_Speed): - super(pkArrow, a_Creator, a_Pos, 0.5, 0.5), + Super(pkArrow, a_Creator, a_Pos, 0.5, 0.5), m_PickupState(psNoPickup), m_DamageCoeff(2), m_IsCritical(false), @@ -35,7 +35,7 @@ cArrowEntity::cArrowEntity(cEntity * a_Creator, Vector3d a_Pos, Vector3d a_Speed cArrowEntity::cArrowEntity(cPlayer & a_Player, double a_Force) : - super(pkArrow, &a_Player, a_Player.GetThrowStartPos(), a_Player.GetThrowSpeed(a_Force * 1.5 * 20), 0.5, 0.5), + Super(pkArrow, &a_Player, a_Player.GetThrowStartPos(), a_Player.GetThrowSpeed(a_Force * 1.5 * 20), 0.5, 0.5), m_PickupState(psInSurvivalOrCreative), m_DamageCoeff(2), m_IsCritical((a_Force >= 1)), @@ -77,7 +77,7 @@ void cArrowEntity::OnHitSolidBlock(Vector3d a_HitPos, eBlockFace a_HitFace) Vector3d Hit = a_HitPos; Hit += GetSpeed().NormalizeCopy() / 100000; // Make arrow sink into block a bit so it lodges (TODO: investigate how to stop them going so far so that they become black clientside) - super::OnHitSolidBlock(Hit, a_HitFace); + Super::OnHitSolidBlock(Hit, a_HitFace); Vector3i BlockHit = Hit.Floor(); int X = BlockHit.x, Y = BlockHit.y, Z = BlockHit.z; @@ -100,7 +100,7 @@ void cArrowEntity::OnHitSolidBlock(Vector3d a_HitPos, eBlockFace a_HitFace) void cArrowEntity::OnHitEntity(cEntity & a_EntityHit, Vector3d a_HitPos) { - super::OnHitEntity(a_EntityHit, a_HitPos); + Super::OnHitEntity(a_EntityHit, a_HitPos); int Damage = static_cast<int>(GetSpeed().Length() / 20 * m_DamageCoeff + 0.5); if (m_IsCritical) @@ -165,7 +165,7 @@ void cArrowEntity::CollectedBy(cPlayer & a_Dest) void cArrowEntity::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) { - super::Tick(a_Dt, a_Chunk); + Super::Tick(a_Dt, a_Chunk); if (!IsTicking()) { // The base class tick destroyed us |