diff options
Diffstat (limited to 'src/Entities/Entity.h')
-rw-r--r-- | src/Entities/Entity.h | 35 |
1 files changed, 25 insertions, 10 deletions
diff --git a/src/Entities/Entity.h b/src/Entities/Entity.h index 85ad42d54..2df66e353 100644 --- a/src/Entities/Entity.h +++ b/src/Entities/Entity.h @@ -215,11 +215,22 @@ public: void SetYaw (double a_Yaw); // In degrees, normalizes to [-180, +180) void SetPitch (double a_Pitch); // In degrees, normalizes to [-180, +180) void SetRoll (double a_Roll); // In degrees, normalizes to [-180, +180) - void SetSpeed (double a_SpeedX, double a_SpeedY, double a_SpeedZ); - void SetSpeed (const Vector3d & a_Speed) { SetSpeed(a_Speed.x, a_Speed.y, a_Speed.z); } - void SetSpeedX (double a_SpeedX); - void SetSpeedY (double a_SpeedY); - void SetSpeedZ (double a_SpeedZ); + + /** Sets the speed of the entity, measured in m / sec */ + void SetSpeed(double a_SpeedX, double a_SpeedY, double a_SpeedZ); + + /** Sets the speed of the entity, measured in m / sec */ + void SetSpeed(const Vector3d & a_Speed) { SetSpeed(a_Speed.x, a_Speed.y, a_Speed.z); } + + /** Sets the speed in the X axis, leaving the other speed components intact. Measured in m / sec. */ + void SetSpeedX(double a_SpeedX); + + /** Sets the speed in the Y axis, leaving the other speed components intact. Measured in m / sec. */ + void SetSpeedY(double a_SpeedY); + + /** Sets the speed in the Z axis, leaving the other speed components intact. Measured in m / sec. */ + void SetSpeedZ(double a_SpeedZ); + void SetWidth (double a_Width); void AddPosX (double a_AddPosX); @@ -429,6 +440,9 @@ protected: static cCriticalSection m_CSCount; static int m_EntityCount; + /** Measured in meter/second (m/s) */ + Vector3d m_Speed; + int m_UniqueID; int m_Health; @@ -486,11 +500,15 @@ protected: /// Time, in ticks, since the last damage dealt by the void. Reset to zero when moving out of the void. int m_TicksSinceLastVoidDamage; - + + /** Does the actual speed-setting. The default implementation just sets the member variable value; + overrides can provide further processing, such as forcing players to move at the given speed. */ + virtual void DoSetSpeed(double a_SpeedX, double a_SpeedY, double a_SpeedZ); + virtual void Destroyed(void) {} // Called after the entity has been destroyed /** Called in each tick to handle air-related processing i.e. drowning */ - virtual void HandleAir(); + virtual void HandleAir(void); /** Called once per tick to set IsSwimming and IsSubmerged */ virtual void SetSwimState(cChunk & a_Chunk); @@ -506,9 +524,6 @@ private: /** Measured in degrees, [-180, +180) */ double m_HeadYaw; - /** Measured in meter/second (m/s) */ - Vector3d m_Speed; - /** Measured in degrees, [-180, +180) */ Vector3d m_Rot; |