1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
|
//
// ArrowEntity.h
//
#pragma once
#include "ProjectileEntity.h"
// tolua_begin
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
{
psNoPickup = 0,
psInSurvivalOrCreative = 1,
psInCreative = 2,
} ;
// tolua_end
CLASS_PROTODEF(cArrowEntity)
/// Creates a new arrow with psNoPickup state and default damage modifier coeff
cArrowEntity(CreateEntityInfo Info, cEntity * a_Creator);
/// 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
float m_Timer;
/// Timer for client arrow position confirmation via TeleportEntity
float 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(float a_Dt, cChunk & a_Chunk) override;
}; // tolua_export
|