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author | Mattes D <github@xoft.cz> | 2016-07-19 10:15:49 +0200 |
---|---|---|
committer | GitHub <noreply@github.com> | 2016-07-19 10:15:49 +0200 |
commit | c54691a3e578c0c33f0e196959a4c224883b1c93 (patch) | |
tree | bb258a4eb246e062e3ad9b3cfa2119411bb1d4ac /src/Entities/Entity.h | |
parent | Fixes for boat entities (#3265) (diff) | |
parent | CMake: Silenced CMP0054 policy warning. (diff) | |
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Diffstat (limited to 'src/Entities/Entity.h')
-rw-r--r-- | src/Entities/Entity.h | 10 |
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); |