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Shooting a bow kinda works.

The arrow is released, but sometimes hits wrong blocks or disappears completely.
This commit is contained in:
madmaxoft
2013-08-30 14:24:03 +02:00
parent 6677a5e8ca
commit 17ad4c2610
10 changed files with 221 additions and 15 deletions

View File

@@ -64,6 +64,8 @@ cPlayer::cPlayer(cClientHandle* a_Client, const AString & a_PlayerName)
, m_IsSwimming(false)
, m_IsSubmerged(false)
, m_EatingFinishTick(-1)
, m_IsChargingBow(false)
, m_BowCharge(0)
{
LOGD("Created a player object for \"%s\" @ \"%s\" at %p, ID %d",
a_PlayerName.c_str(), a_Client->GetIPString().c_str(),
@@ -213,6 +215,13 @@ void cPlayer::Tick(float a_Dt, cChunk & a_Chunk)
// Handle air drowning stuff
HandleAir();
// Handle charging the bow:
if (m_IsChargingBow)
{
m_BowCharge += 1;
LOGD("Player \"%s\" charging bow: %d", m_PlayerName.c_str(), m_BowCharge);
}
if (m_bDirtyPosition)
{
@@ -253,6 +262,41 @@ void cPlayer::Tick(float a_Dt, cChunk & a_Chunk)
void cPlayer::StartChargingBow(void)
{
LOGD("Player \"%s\" started charging their bow", m_PlayerName.c_str());
m_IsChargingBow = true;
m_BowCharge = 0;
}
int cPlayer::FinishChargingBow(void)
{
LOGD("Player \"%s\" finished charging their bow at a charge of %d", m_PlayerName.c_str(), m_BowCharge);
int res = m_BowCharge;
m_IsChargingBow = false;
m_BowCharge = 0;
return res;
}
void cPlayer::CancelChargingBow(void)
{
LOGD("Player \"%s\" cancelled charging their bow at a charge of %d", m_PlayerName.c_str(), m_BowCharge);
m_IsChargingBow = false;
m_BowCharge = 0;
}
void cPlayer::SetTouchGround(bool a_bTouchGround)
{
// If just