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// BedEntity.cpp
#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "BedEntity.h"
#include "../World.h"
#include "../Entities/Player.h"
#include "../ClientHandle.h"
#include "../Blocks/BlockBed.h"
cBedEntity::cBedEntity(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World, short a_Color):
Super(a_BlockType, a_BlockMeta, a_BlockX, a_BlockY, a_BlockZ, a_World),
m_Color(a_Color)
{
ASSERT(a_BlockType == E_BLOCK_BED);
}
void cBedEntity::CopyFrom(const cBlockEntity & a_Src)
{
Super::CopyFrom(a_Src);
auto & src = reinterpret_cast<const cBedEntity &>(a_Src);
m_Color = src.m_Color;
}
void cBedEntity::SendTo(cClientHandle & a_Client)
{
a_Client.SendUpdateBlockEntity(*this);
}
void cBedEntity::SetColor(short a_Color)
{
m_Color = a_Color;
int posX = m_PosX;
int posY = m_PosY;
int posZ = m_PosZ;
// If the bed entity is send immediately, the client (maybe) still has not the bed.
// Fix that by delaying the broadcast of the bed entity by a tick:
m_World->ScheduleTask(1, [posX, posY, posZ](cWorld & a_World)
{
a_World.BroadcastBlockEntity(posX, posY, posZ);
});
}
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