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authorMattes D <github@xoft.cz>2016-07-19 10:15:49 +0200
committerGitHub <noreply@github.com>2016-07-19 10:15:49 +0200
commitc54691a3e578c0c33f0e196959a4c224883b1c93 (patch)
treebb258a4eb246e062e3ad9b3cfa2119411bb1d4ac /src/Entities/Entity.h
parentFixes for boat entities (#3265) (diff)
parentCMake: Silenced CMP0054 policy warning. (diff)
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Diffstat (limited to 'src/Entities/Entity.h')
-rw-r--r--src/Entities/Entity.h10
1 files changed, 7 insertions, 3 deletions
diff --git a/src/Entities/Entity.h b/src/Entities/Entity.h
index 6923795db..c543fd9c1 100644
--- a/src/Entities/Entity.h
+++ b/src/Entities/Entity.h
@@ -305,7 +305,7 @@ public:
/** Returns the hitpoints that this pawn can deal to a_Receiver using its equipped items */
virtual int GetRawDamageAgainst(const cEntity & a_Receiver);
- /** Returns whether armor will protect against the passed damage type */
+ /** Returns whether armor will protect against the specified damage type */
virtual bool ArmorCoversAgainst(eDamageType a_DamageType);
/** Returns the hitpoints out of a_RawDamage that the currently equipped armor would cover */
@@ -329,9 +329,13 @@ public:
/** Returns the currently equipped boots; empty item if none */
virtual cItem GetEquippedBoots(void) const { return cItem(); }
- /** Called when the health drops below zero. a_Killer may be nullptr (environmental damage) */
+ // tolua_end
+
+ /** Called when the health drops below zero. a_TDI's Attacker may be nullptr (environmental damage) */
virtual void KilledBy(TakeDamageInfo & a_TDI);
+ // tolua_begin
+
/** Called when the entity kills another entity */
virtual void Killed(cEntity * a_Victim) {}
@@ -404,7 +408,7 @@ public:
virtual void TeleportToCoords(double a_PosX, double a_PosY, double a_PosZ);
/** Schedules a MoveToWorld call to occur on the next Tick of the entity */
- void ScheduleMoveToWorld(cWorld * a_World, Vector3d a_NewPosition, bool a_SetPortalCooldown = false);
+ void ScheduleMoveToWorld(cWorld * a_World, Vector3d a_NewPosition, bool a_ShouldSetPortalCooldown = false);
bool MoveToWorld(cWorld * a_World, bool a_ShouldSendRespawn, Vector3d a_NewPosition);