summaryrefslogtreecommitdiffstats
path: root/source/Entities/Entity.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'source/Entities/Entity.cpp')
-rw-r--r--source/Entities/Entity.cpp49
1 files changed, 30 insertions, 19 deletions
diff --git a/source/Entities/Entity.cpp b/source/Entities/Entity.cpp
index b9810aabb..56fd36a05 100644
--- a/source/Entities/Entity.cpp
+++ b/source/Entities/Entity.cpp
@@ -144,6 +144,10 @@ bool cEntity::Initialize(cWorld * a_World)
m_World->AddEntity(this);
cPluginManager::Get()->CallHookSpawnedEntity(*a_World, *this);
+
+ // Spawn the entity on the clients:
+ a_World->BroadcastSpawnEntity(*this);
+
return true;
}
@@ -477,7 +481,7 @@ void cEntity::Tick(float a_Dt, cChunk & a_Chunk)
void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
{
// TODO Add collision detection with entities.
- a_Dt /= 1000;
+ a_Dt /= 1000; // Convert from msec to sec
Vector3d NextPos = Vector3d(GetPosX(),GetPosY(),GetPosZ());
Vector3d NextSpeed = Vector3d(GetSpeedX(),GetSpeedY(),GetSpeedZ());
int BlockX = (int) floor(NextPos.x);
@@ -493,7 +497,7 @@ void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
}
// Make sure we got the correct chunk and a valid one. No one ever knows...
- cChunk * NextChunk = a_Chunk.GetNeighborChunk(BlockX,BlockZ);
+ cChunk * NextChunk = a_Chunk.GetNeighborChunk(BlockX, BlockZ);
if (NextChunk != NULL)
{
int RelBlockX = BlockX - (NextChunk->GetPosX() * cChunkDef::Width);
@@ -513,11 +517,12 @@ void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
}
else
{
- //Push out entity.
+ // Push out entity.
m_bOnGround = true;
NextPos.y += 0.2;
- LOGD("Entity #%d (%s) is inside a block at {%d,%d,%d}",
- m_UniqueID, GetClass(), BlockX, BlockY, BlockZ);
+ LOGD("Entity #%d (%s) is inside a block at {%d, %d, %d}",
+ m_UniqueID, GetClass(), BlockX, BlockY, BlockZ
+ );
}
if (!m_bOnGround)
@@ -525,16 +530,16 @@ void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
float fallspeed;
if (IsBlockWater(BlockIn))
{
- fallspeed = -3.0f * a_Dt; //Fall slower in water.
+ fallspeed = m_Gravity * a_Dt / 3; // Fall 3x slower in water.
}
else if (BlockIn == E_BLOCK_COBWEB)
{
- NextSpeed.y *= 0.05; //Reduce overall falling speed
- fallspeed = 0; //No falling.
+ NextSpeed.y *= 0.05; // Reduce overall falling speed
+ fallspeed = 0; // No falling.
}
else
{
- //Normal gravity
+ // Normal gravity
fallspeed = m_Gravity * a_Dt;
}
NextSpeed.y += fallspeed;
@@ -548,19 +553,25 @@ void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
(BlockBelow != E_BLOCK_ACTIVATOR_RAIL)
)
{
- //Friction
+ // Friction
if (NextSpeed.SqrLength() > 0.0004f)
{
- NextSpeed.x *= 0.7f/(1+a_Dt);
- if ( fabs(NextSpeed.x) < 0.05 ) NextSpeed.x = 0;
- NextSpeed.z *= 0.7f/(1+a_Dt);
- if ( fabs(NextSpeed.z) < 0.05 ) NextSpeed.z = 0;
+ NextSpeed.x *= 0.7f / (1 + a_Dt);
+ if (fabs(NextSpeed.x) < 0.05)
+ {
+ NextSpeed.x = 0;
+ }
+ NextSpeed.z *= 0.7f / (1 + a_Dt);
+ if (fabs(NextSpeed.z) < 0.05)
+ {
+ NextSpeed.z = 0;
+ }
}
}
}
- //Adjust X and Z speed for COBWEB temporary. This speed modification should be handled inside block handlers since we
- //might have different speed modifiers according to terrain.
+ // Adjust X and Z speed for COBWEB temporary. This speed modification should be handled inside block handlers since we
+ // might have different speed modifiers according to terrain.
if (BlockIn == E_BLOCK_COBWEB)
{
NextSpeed.x *= 0.25;
@@ -1037,9 +1048,9 @@ void cEntity::SetMass(double a_Mass)
}
else
{
- //Make sure that mass is not zero. 1g is the default because we
- //have to choose a number. It's perfectly legal to have a mass
- //less than 1g as long as is NOT equal or less than zero.
+ // Make sure that mass is not zero. 1g is the default because we
+ // have to choose a number. It's perfectly legal to have a mass
+ // less than 1g as long as is NOT equal or less than zero.
m_Mass = 0.001;
}
}