Moved cArrowEntity out of ProjectileEntity.h
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@@ -101,94 +101,6 @@ protected:
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class cArrowEntity :
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public cProjectileEntity
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{
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typedef cProjectileEntity super;
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public:
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/// Determines when the arrow can be picked up (depending on player gamemode). Corresponds to the MCA file "pickup" field
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enum ePickupState
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{
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psNoPickup = 0,
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psInSurvivalOrCreative = 1,
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psInCreative = 2,
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} ;
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// tolua_end
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CLASS_PROTODEF(cArrowEntity);
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/// Creates a new arrow with psNoPickup state and default damage modifier coeff
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cArrowEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d & a_Speed);
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/// Creates a new arrow as shot by a player, initializes it from the player object
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cArrowEntity(cPlayer & a_Player, double a_Force);
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// tolua_begin
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/// Returns whether the arrow can be picked up by players
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ePickupState GetPickupState(void) const { return m_PickupState; }
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/// Sets a new pickup state
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void SetPickupState(ePickupState a_PickupState) { m_PickupState = a_PickupState; }
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/// Returns the damage modifier coeff.
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double GetDamageCoeff(void) const { return m_DamageCoeff; }
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/// Sets the damage modifier coeff
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void SetDamageCoeff(double a_DamageCoeff) { m_DamageCoeff = a_DamageCoeff; }
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/// Returns true if the specified player can pick the arrow up
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bool CanPickup(const cPlayer & a_Player) const;
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/// Returns true if the arrow is set as critical
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bool IsCritical(void) const { return m_IsCritical; }
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/// Sets the IsCritical flag
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void SetIsCritical(bool a_IsCritical) { m_IsCritical = a_IsCritical; }
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// tolua_end
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protected:
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/// Determines when the arrow can be picked up by players
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ePickupState m_PickupState;
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/// The coefficient applied to the damage that the arrow will deal, based on the bow enchantment. 2.0 for normal arrow
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double m_DamageCoeff;
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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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/// Timer for client arrow position confirmation via TeleportEntity
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float m_HitGroundTimer;
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// Whether the arrow has already been teleported into the proper position in the ground.
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bool m_HasTeleported;
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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, eBlockFace 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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class cThrownEggEntity :
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public cProjectileEntity
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{
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