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authorandrew <xdotftw@gmail.com>2014-05-12 20:38:52 +0200
committerandrew <xdotftw@gmail.com>2014-05-12 20:38:52 +0200
commitaea866f5b10d5ab0226260b4d25c70b1cfd31d2a (patch)
treea9d6352a70c41f3b32eb093fb18f8171971738c5 /src/Entities/Player.h
parentcEntity::Killed(cEntity *) Handler; Achievement triggers; cPlayer::AwardAchievement() (diff)
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Diffstat (limited to '')
-rw-r--r--src/Entities/Player.h6
1 files changed, 6 insertions, 0 deletions
diff --git a/src/Entities/Player.h b/src/Entities/Player.h
index b5c9d75cc..3de5e9c68 100644
--- a/src/Entities/Player.h
+++ b/src/Entities/Player.h
@@ -391,6 +391,9 @@ public:
/** If true the player can fly even when he's not in creative. */
void SetCanFly(bool a_CanFly);
+ /** Update movement-related statistics. */
+ void UpdateMovementStats(const Vector3d & a_DeltaPos);
+
/** Returns wheter the player can fly or not. */
virtual bool CanFly(void) const { return m_CanFly; }
// tolua_end
@@ -524,6 +527,9 @@ protected:
/** Called in each tick if the player is fishing to make sure the floater dissapears when the player doesn't have a fishing rod as equipped item. */
void HandleFloater(void);
+ /** Tosses a list of items. */
+ void TossItems(const cItems & a_Items);
+
/** Adds food exhaustion based on the difference between Pos and LastPos, sprinting status and swimming (in water block) */
void ApplyFoodExhaustionFromMovement();