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#pragma once
#include "DropSpenserEntity.h"
// tolua_begin
class cDispenserEntity :
public cDropSpenserEntity
{
// tolua_end
using Super = cDropSpenserEntity;
public: // tolua_export
/** Constructor used for normal operation */
cDispenserEntity(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, Vector3i a_Pos, cWorld * a_World);
// tolua_begin
/** Spawns a projectile of the given kind in front of the dispenser with the specified speed.
a_Item is the item from the internal storage from which the projectile originated.
Returns the UniqueID of the spawned projectile, or cEntity::INVALID_ID on failure. */
UInt32 SpawnProjectileFromDispenser(
Vector3i a_BlockPos,
cProjectileEntity::eKind a_Kind,
const Vector3d & a_Speed,
const cItem * a_Item = nullptr
);
/** OBSOLETE, use the Vector3i-based overload instead.
Spawns a projectile of the given kind in front of the dispenser with the specified speed.
a_Item is the item from the internal storage from which the projectile originated.
Returns the UniqueID of the spawned projectile, or cEntity::INVALID_ID on failure. */
UInt32 SpawnProjectileFromDispenser(
int a_BlockX, int a_BlockY, int a_BlockZ,
cProjectileEntity::eKind a_Kind,
const Vector3d & a_Speed,
const cItem * a_Item = nullptr
)
{
return SpawnProjectileFromDispenser({a_BlockX, a_BlockY, a_BlockZ}, a_Kind, a_Speed, a_Item);
}
/** Returns a unit vector in the cardinal direction of where the dispenser with the specified meta would be facing. */
static Vector3d GetShootVector(NIBBLETYPE a_BlockMeta);
// tolua_end
private:
// cDropSpenser overrides:
virtual void DropSpenseFromSlot(cChunk & a_Chunk, int a_SlotNum) override;
/** If such a bucket can fit, adds it to m_Contents and returns true */
bool ScoopUpLiquid(int a_SlotNum, short a_ResultingBucketItemType);
/** If the a_BlockInFront can be washed away by liquid and the empty bucket can fit,
does the m_Contents processing and returns true. Returns false otherwise. */
bool EmptyLiquidBucket(BLOCKTYPE a_BlockInFront, int a_SlotNum);
} ; // tolua_export
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