Exported individual projectile classes to Lua API.
They used to be exported, but then they were moved to separate files and those werent' added to the ToLua processing list.
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@@ -10,7 +10,7 @@
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cFireworkEntity::cFireworkEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const cItem & a_Item) :
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super(pkFirework, a_Creator, a_X, a_Y, a_Z, 0.25, 0.25),
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m_ExplodeTimer(0),
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m_TicksToExplosion(a_Item.m_FireworkItem.m_FlightTimeInTicks),
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m_FireworkItem(a_Item)
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{
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}
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@@ -27,7 +27,9 @@ void cFireworkEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
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if ((PosY < 0) || (PosY >= cChunkDef::Height))
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{
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goto setspeed;
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AddSpeedY(1);
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AddPosition(GetSpeed() * (a_Dt / 1000));
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return;
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}
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if (m_IsInGround)
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@@ -50,7 +52,6 @@ void cFireworkEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
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}
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}
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setspeed:
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AddSpeedY(1);
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AddPosition(GetSpeed() * (a_Dt / 1000));
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}
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@@ -63,11 +64,13 @@ void cFireworkEntity::Tick(float a_Dt, cChunk & a_Chunk)
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{
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super::Tick(a_Dt, a_Chunk);
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if (m_ExplodeTimer == m_FireworkItem.m_FireworkItem.m_FlightTimeInTicks)
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if (m_TicksToExplosion <= 0)
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{
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// TODO: Notify the plugins
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m_World->BroadcastEntityStatus(*this, esFireworkExploding);
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Destroy();
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return;
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}
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m_ExplodeTimer++;
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m_TicksToExplosion -= 1;
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}
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