Changed some int parameters to vector parameters (#3937)
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@@ -76,7 +76,7 @@ bool cArrowEntity::CanPickup(const cPlayer & a_Player) const
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void cArrowEntity::OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_HitFace)
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void cArrowEntity::OnHitSolidBlock(Vector3d a_HitPos, eBlockFace a_HitFace)
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{
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Vector3d Hit = a_HitPos;
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Hit += GetSpeed().NormalizeCopy() / 100000; // Make arrow sink into block a bit so it lodges (TODO: investigate how to stop them going so far so that they become black clientside)
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@@ -93,7 +93,7 @@ void cArrowEntity::OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_HitFa
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if ((m_World->GetBlock(Hit) == E_BLOCK_TNT) && IsOnFire())
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{
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m_World->SetBlock(X, Y, Z, E_BLOCK_AIR, 0);
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m_World->SpawnPrimedTNT(X, Y, Z);
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m_World->SpawnPrimedTNT(Vector3d(BlockHit));
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}
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}
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@@ -102,7 +102,7 @@ void cArrowEntity::OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_HitFa
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void cArrowEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos)
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void cArrowEntity::OnHitEntity(cEntity & a_EntityHit, Vector3d a_HitPos)
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{
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super::OnHitEntity(a_EntityHit, a_HitPos);
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