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Implemented basic physics for projectiles.

This commit is contained in:
madmaxoft
2013-08-27 19:57:37 +02:00
parent f260e9211f
commit 6677a5e8ca
7 changed files with 157 additions and 36 deletions

View File

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