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// DropSpenser.h
// Declares the cDropSpenser class representing a common ancestor to the cDispenserEntity and cDropperEntity
// The dropper and dispenser only needs to override the DropSpenseFromSlot() function to provide the specific item behavior
#pragma once
#include "BlockEntityWithItems.h"
class cClientHandle;
// tolua_begin
class cDropSpenserEntity :
public cBlockEntityWithItems
{
typedef cBlockEntityWithItems Super;
public:
enum
{
ContentsHeight = 3,
ContentsWidth = 3,
} ;
// tolua_end
BLOCKENTITY_PROTODEF(cDropSpenserEntity)
cDropSpenserEntity(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World);
virtual ~cDropSpenserEntity() override;
// cBlockEntity overrides:
virtual void CopyFrom(const cBlockEntity & a_Src) override;
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;
// tolua_begin
/** 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);
// tolua_end
protected:
bool m_ShouldDropSpense; ///< If true, the dropspenser will dropspense an item in the next tick
/** Does the actual work on dropspensing an item. Chooses the slot, calls DropSpenseFromSlot() and handles smoke / sound effects */
void DropSpense(cChunk & a_Chunk);
/** Override this function to provide the specific behavior for item dropspensing (drop / shoot / pour / ...) */
virtual void DropSpenseFromSlot(cChunk & a_Chunk, int a_SlotNum) = 0;
/** Helper function, drops one item from the specified slot (like a dropper) */
void DropFromSlot(cChunk & a_Chunk, int a_SlotNum);
} ; // tolua_export
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