Bundled fixes [SEE DESC]
* BoundingBox now returns FACE_NONE + Arrows can be picked up * Arrows dug up resume physics simulations * Added sound effects for bows, lava to stone, and arrows * Fixed SoundParticleEffect on <1.7 protocols
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@@ -53,6 +53,9 @@ public:
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/// Called by the physics blocktracer when the entity hits another entity
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virtual void OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos) {}
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/// Called by Chunk when the projectile is eligible for player collection
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virtual void CollectedBy(cPlayer * a_Dest);
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// tolua_begin
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/// Returns the kind of the projectile (fast class identification)
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@@ -80,7 +83,7 @@ protected:
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/// True if the projectile has hit the ground and is stuck there
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bool m_IsInGround;
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// cEntity overrides:
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virtual void Tick(float a_Dt, cChunk & a_Chunk) override;
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virtual void HandlePhysics(float a_Dt, cChunk & a_Chunk) override;
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@@ -153,9 +156,20 @@ protected:
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/// If true, the arrow deals more damage
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bool m_IsCritical;
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/// Timer for pickup collection animation or five minute timeout
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float m_Timer;
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/// If true, the arrow is in the process of being collected - don't go to anyone else
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bool m_bIsCollected;
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/// Stores the block position that arrow is lodged into, sets m_IsInGround to false if it becomes air
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Vector3i m_HitBlockPos;
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// cProjectileEntity overrides:
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virtual void OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace) override;
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virtual void OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos) override;
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virtual void CollectedBy(cPlayer * a_Player) override;
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virtual void Tick(float a_Dt, cChunk & a_Chunk) override;
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// tolua_begin
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} ;
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