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-rw-r--r--src/World.h7
1 files changed, 5 insertions, 2 deletions
diff --git a/src/World.h b/src/World.h
index e08ef7f53..f789916df 100644
--- a/src/World.h
+++ b/src/World.h
@@ -711,7 +711,7 @@ public:
int SpawnMobFinalize(cMonster* a_Monster);
/** Creates a projectile of the specified type. Returns the projectile's EntityID if successful, <0 otherwise */
- int CreateProjectile(double a_PosX, double a_PosY, double a_PosZ, cProjectileEntity::eKind a_Kind, cEntity * a_Creator, const cItem a_Item, const Vector3d * a_Speed = NULL); // tolua_export
+ int CreateProjectile(double a_PosX, double a_PosY, double a_PosZ, cProjectileEntity::eKind a_Kind, cEntity * a_Creator, const cItem & a_Item, const Vector3d * a_Speed = NULL); // tolua_export
/** Returns a random number from the m_TickRand in range [0 .. a_Range]. To be used only in the tick thread! */
int GetTickRandomNumber(unsigned a_Range) { return (int)(m_TickRand.randInt(a_Range)); }
@@ -938,7 +938,10 @@ private:
/** <summary>Generates a random spawnpoint on solid land by walking chunks and finding their biomes</summary> */
void GenerateRandomSpawn(void);
-
+
+ /** Chooses a reasonable transition from the current weather to a new weather **/
+ eWeather ChooseNewWeather(void);
+
/** Creates a new fluid simulator, loads its settings from the inifile (a_FluidName section) */
cFluidSimulator * InitializeFluidSimulator(cIniFile & a_IniFile, const char * a_FluidName, BLOCKTYPE a_SimulateBlock, BLOCKTYPE a_StationaryBlock);