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//
// SplashPotionEntity.h
//
#pragma once
#include "ProjectileEntity.h"
#include "EntityEffect.h"
#include "../World.h"
#include "Entity.h"
// tolua_begin
class cSplashPotionEntity :
public cProjectileEntity
{
typedef cProjectileEntity super;
public:
// tolua_end
CLASS_PROTODEF(cSplashPotionEntity);
cSplashPotionEntity(
cEntity * a_Creator,
double a_X, double a_Y, double a_Z,
const Vector3d & a_Speed,
cEntityEffect::eType a_EntityEffectType,
cEntityEffect a_EntityEffect,
int a_PotionParticleType
);
cEntityEffect::eType GetEntityEffectType (void) const { return m_EntityEffectType; }
cEntityEffect GetEntityEffect (void) const { return m_EntityEffect; }
int GetPotionParticleType(void) const { return m_PotionParticleType; }
void SetEntityEffectType(cEntityEffect::eType a_EntityEffectType) { m_EntityEffectType = a_EntityEffectType; }
void SetEntityEffect(cEntityEffect a_EntityEffect) { m_EntityEffect = a_EntityEffect; }
void SetPotionParticleType(int a_PotionParticleType) { m_PotionParticleType = a_PotionParticleType; }
protected:
cEntityEffect::eType m_EntityEffectType;
cEntityEffect m_EntityEffect;
int m_PotionParticleType;
// cProjectileEntity overrides:
virtual void OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_HitFace) override;
virtual void OnHitEntity (cEntity & a_EntityHit, const Vector3d & a_HitPos) override;
/** Splashes the potion, fires its particle effects and sounds
@param a_HitPos The position where the potion will splash */
void Splash(const Vector3d & a_HitPos);
virtual void SpawnOn(cClientHandle & a_Client) override;
} ; // tolua_export
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