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// MobHeadEntity.h
// Declares the cMobHeadEntity class representing a single skull / head in the world
#pragma once
#include "BlockEntity.h"
#include "Defines.h"
// tolua_begin
class cMobHeadEntity :
public cBlockEntity
{
typedef cBlockEntity Super;
public:
// tolua_end
BLOCKENTITY_PROTODEF(cMobHeadEntity)
/** Creates a new mob head entity at the specified block coords. a_World may be nullptr */
cMobHeadEntity(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World);
// tolua_begin
/** Set the type of the mob head */
void SetType(const eMobHeadType & a_SkullType);
/** Set the rotation of the mob head */
void SetRotation(eMobHeadRotation a_Rotation);
/** Set the player for mob heads with player type */
void SetOwner(const cPlayer & a_Owner);
/** Sets the player components for the mob heads with player type. */
void SetOwner(const AString & a_OwnerUUID, const AString & a_OwnerName, const AString & a_OwnerTexture, const AString & a_OwnerTextureSignature);
/** Returns the type of the mob head */
eMobHeadType GetType(void) const { return m_Type; }
/** Returns the rotation of the mob head */
eMobHeadRotation GetRotation(void) const { return m_Rotation; }
/** Returns the player name of the mob head */
AString GetOwnerName(void) const { return m_OwnerName; }
/** Returns the player UUID of the mob head */
AString GetOwnerUUID(void) const { return m_OwnerUUID; }
/** Returns the texture of the mob head */
AString GetOwnerTexture(void) const { return m_OwnerTexture; }
/** Returns the texture signature of the mob head */
AString GetOwnerTextureSignature(void) const { return m_OwnerTextureSignature; }
// tolua_end
// cBlockEntity overrides:
virtual void CopyFrom(const cBlockEntity & a_Src) override;
virtual bool UsedBy(cPlayer * a_Player) override;
virtual void SendTo(cClientHandle & a_Client) override;
private:
eMobHeadType m_Type;
eMobHeadRotation m_Rotation;
AString m_OwnerName;
AString m_OwnerUUID;
AString m_OwnerTexture;
AString m_OwnerTextureSignature;
} ; // tolua_export
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