Refactored more of Entities and BlockEntities to use Vector3. (#4403)
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@@ -13,8 +13,8 @@
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cMobSpawnerEntity::cMobSpawnerEntity(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World):
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Super(a_BlockType, a_BlockMeta, a_BlockX, a_BlockY, a_BlockZ, a_World),
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cMobSpawnerEntity::cMobSpawnerEntity(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, Vector3i a_Pos, cWorld * a_World):
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super(a_BlockType, a_BlockMeta, a_Pos, a_World),
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m_Entity(mtPig),
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m_SpawnDelay(100),
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m_IsActive(false)
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@@ -28,7 +28,7 @@ cMobSpawnerEntity::cMobSpawnerEntity(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMe
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void cMobSpawnerEntity::CopyFrom(const cBlockEntity & a_Src)
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{
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Super::CopyFrom(a_Src);
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super::CopyFrom(a_Src);
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auto & src = static_cast<const cMobSpawnerEntity &>(a_Src);
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m_Entity = src.m_Entity;
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m_IsActive = src.m_IsActive;
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@@ -152,7 +152,7 @@ void cMobSpawnerEntity::SpawnEntity(void)
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}
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int RelX = m_RelX + static_cast<int>((Random.RandReal<double>() - Random.RandReal<double>()) * 4.0);
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int RelY = m_PosY + Random.RandInt(-1, 1);
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int RelY = m_Pos.y + Random.RandInt(-1, 1);
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int RelZ = m_RelZ + static_cast<int>((Random.RandReal<double>() - Random.RandReal<double>()) * 4.0);
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cChunk * Chunk = a_Chunk.GetRelNeighborChunkAdjustCoords(RelX, RelZ);
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@@ -203,7 +203,7 @@ void cMobSpawnerEntity::SpawnEntity(void)
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int cMobSpawnerEntity::GetNearbyPlayersNum(void)
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{
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Vector3d SpawnerPos(m_PosX + 0.5, m_PosY + 0.5, m_PosZ + 0.5);
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auto SpawnerPos = Vector3d(0.5, 0.5, 0.5) + m_Pos;
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int NumPlayers = 0;
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class cCallback : public cChunkDataCallback
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@@ -246,7 +246,7 @@ int cMobSpawnerEntity::GetNearbyPlayersNum(void)
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int cMobSpawnerEntity::GetNearbyMonsterNum(eMonsterType a_EntityType)
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{
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Vector3d SpawnerPos(m_PosX + 0.5, m_PosY + 0.5, m_PosZ + 0.5);
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auto SpawnerPos = Vector3d(0.5, 0.5, 0.5) + m_Pos;
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int NumEntities = 0;
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class cCallback : public cChunkDataCallback
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