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-rw-r--r--src/BlockEntities/DropSpenserEntity.h20
1 files changed, 10 insertions, 10 deletions
diff --git a/src/BlockEntities/DropSpenserEntity.h b/src/BlockEntities/DropSpenserEntity.h
index fa1f37454..a009067f0 100644
--- a/src/BlockEntities/DropSpenserEntity.h
+++ b/src/BlockEntities/DropSpenserEntity.h
@@ -34,38 +34,38 @@ public:
ContentsHeight = 3,
ContentsWidth = 3,
} ;
-
+
// tolua_end
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BLOCKENTITY_PROTODEF(cDropSpenserEntity)
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cDropSpenserEntity(BLOCKTYPE a_BlockType, int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World);
virtual ~cDropSpenserEntity();
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+
// cBlockEntity overrides:
virtual bool Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) override;
virtual void SendTo(cClientHandle & a_Client) override;
virtual bool UsedBy(cPlayer * a_Player) override;
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+
// tolua_begin
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/** Modifies the block coords to match the dropspenser direction given (where the dropspensed pickups should materialize) */
void AddDropSpenserDir(int & a_BlockX, int & a_BlockY, int & a_BlockZ, NIBBLETYPE a_Direction);
/** Sets the dropspenser to dropspense an item in the next tick */
void Activate(void);
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+
// tolua_end
protected:
bool m_ShouldDropSpense; ///< If true, the dropspenser will dropspense an item in the next tick
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/** Does the actual work on dropspensing an item. Chooses the slot, calls DropSpenseFromSlot() and handles smoke / sound effects */
void DropSpense(cChunk & a_Chunk);
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/** Override this function to provide the specific behavior for item dropspensing (drop / shoot / pour / ...) */
virtual void DropSpenseFromSlot(cChunk & a_Chunk, int a_SlotNum) = 0;
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/** Helper function, drops one item from the specified slot (like a dropper) */
void DropFromSlot(cChunk & a_Chunk, int a_SlotNum);
} ; // tolua_export