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authorJulian Laubstein <julianlaubstein@yahoo.de>2016-02-06 11:37:34 +0100
committerJulian Laubstein <julianlaubstein@yahoo.de>2016-02-06 11:37:34 +0100
commit6fdd7194c81be7234a126bdc3b48f0291fce3567 (patch)
tree7d5ac74b7385ce4ebf77588d80549c884c2b993c /src/Entities/ArrowEntity.h
parentMerge pull request #2958 from LogicParrot/fence (diff)
parentBulk clearing of whitespace (diff)
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Diffstat (limited to 'src/Entities/ArrowEntity.h')
-rw-r--r--src/Entities/ArrowEntity.h46
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