Implemented basic physics for projectiles.
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@@ -1649,7 +1649,7 @@ public:
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{
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}
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virtual bool OnNextBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta) override
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virtual bool OnNextBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, char a_EntryFace) override
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{
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if (!m_LuaState.PushFunctionFromRefTable(m_TableRef, "OnNextBlock"))
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{
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@@ -1661,6 +1661,7 @@ public:
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m_LuaState.Push(a_BlockZ);
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m_LuaState.Push(a_BlockType);
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m_LuaState.Push(a_BlockMeta);
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m_LuaState.Push(a_EntryFace);
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if (!m_LuaState.CallFunction(1))
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{
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return false;
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@@ -1674,7 +1675,7 @@ public:
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return res;
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}
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virtual bool OnNextBlockNoData(int a_BlockX, int a_BlockY, int a_BlockZ) override
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virtual bool OnNextBlockNoData(int a_BlockX, int a_BlockY, int a_BlockZ, char a_EntryFace) override
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{
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if (!m_LuaState.PushFunctionFromRefTable(m_TableRef, "OnNextBlockNoData"))
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{
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@@ -1684,6 +1685,7 @@ public:
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m_LuaState.Push(a_BlockX);
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m_LuaState.Push(a_BlockY);
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m_LuaState.Push(a_BlockZ);
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m_LuaState.Push(a_EntryFace);
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if (!m_LuaState.CallFunction(1))
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{
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return false;
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