#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "FireChargeEntity.h" #include "../World.h" cFireChargeEntity::cFireChargeEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d & a_Speed) : super(pkFireCharge, a_Creator, a_X, a_Y, a_Z, 0.3125, 0.3125) { SetSpeed(a_Speed); SetGravity(0); } void cFireChargeEntity::Explode(int a_BlockX, int a_BlockY, int a_BlockZ) { if (m_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ) == E_BLOCK_AIR) { m_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_FIRE, 1); } } void cFireChargeEntity::OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_HitFace) { Destroy(); Explode((int)floor(a_HitPos.x), (int)floor(a_HitPos.y), (int)floor(a_HitPos.z)); } void cFireChargeEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos) { Destroy(); Explode((int)floor(a_HitPos.x), (int)floor(a_HitPos.y), (int)floor(a_HitPos.z)); // TODO: Some entities are immune to hits a_EntityHit.StartBurning(5 * 20); // 5 seconds of burning }