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#pragma once
#include "Entity.h"
// tolua_begin
class cFloater :
public cEntity
{
// tolua_end
using super = cEntity;
public: // tolua_export
CLASS_PROTODEF(cFloater)
cFloater(Vector3d a_Pos, Vector3d a_Speed, UInt32 a_PlayerID, int a_CountDownTime);
virtual void SpawnOn(cClientHandle & a_Client) override;
virtual void Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) override;
// tolua_begin
bool CanPickup(void) const { return m_CanPickupItem; }
UInt32 GetOwnerID(void) const { return m_PlayerID; }
UInt32 GetAttachedMobID(void) const { return m_AttachedMobID; }
Vector3d GetBitePos(void) const { return m_BitePos; }
// tolua_end
protected:
// Position
Vector3d m_ParticlePos;
// Position just before the floater gets pulled under by a fish
Vector3d m_BitePos;
// Bool needed to check if you can get a fish.
bool m_CanPickupItem;
// Countdown times
int m_PickupCountDown;
int m_CountDownTime;
// Entity IDs
UInt32 m_PlayerID;
UInt32 m_AttachedMobID;
} ; // tolua_export
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