Moved source to src
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89
src/BlockEntities/DropSpenserEntity.h
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89
src/BlockEntities/DropSpenserEntity.h
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// DropSpenser.h
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// Declares the cDropSpenser class representing a common ancestor to the cDispenserEntity and cDropperEntity
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// The dropper and dispenser only needs to override the DropSpenseFromSlot() function to provide the specific item behavior
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#pragma once
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#include "BlockEntityWithItems.h"
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#include "../UI/WindowOwner.h"
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namespace Json
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{
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class Value;
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}
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class cClientHandle;
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class cServer;
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class cDropSpenserEntity : // tolua_export
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public cBlockEntityWindowOwner,
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// tolua_begin
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public cBlockEntityWithItems
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{
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typedef cBlockEntityWithItems super;
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public:
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enum {
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ContentsHeight = 3,
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ContentsWidth = 3,
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} ;
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// tolua_end
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cDropSpenserEntity(BLOCKTYPE a_BlockType, int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World);
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virtual ~cDropSpenserEntity();
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static const char * GetClassStatic(void) { return "cDropSpenserEntity"; }
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bool LoadFromJson(const Json::Value & a_Value);
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// cBlockEntity overrides:
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virtual void SaveToJson(Json::Value & a_Value) override;
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virtual bool Tick(float a_Dt, cChunk & a_Chunk) override;
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virtual void SendTo(cClientHandle & a_Client) override;
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virtual void UsedBy(cPlayer * a_Player) override;
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// tolua_begin
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/// Modifies the block coords to match the dropspenser direction given (where the dropspensed pickups should materialize)
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void AddDropSpenserDir(int & a_BlockX, int & a_BlockY, int & a_BlockZ, NIBBLETYPE a_Direction);
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/// Sets the dropspenser to dropspense an item in the next tick
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void Activate(void);
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/// Sets the internal redstone power flag to "on" or "off", depending on the parameter. Calls Activate() if appropriate
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void SetRedstonePower(bool a_IsPowered);
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// tolua_end
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protected:
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bool m_ShouldDropSpense; ///< If true, the dropspenser will dropspense an item in the next tick
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bool m_IsPowered; ///< Set to true when the dropspenser receives redstone power.
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/// Does the actual work on dropspensing an item. Chooses the slot, calls DropSpenseFromSlot() and handles smoke / sound effects
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void DropSpense(cChunk & a_Chunk);
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/// Override this function to provide the specific behavior for item dropspensing (drop / shoot / pour / ...)
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virtual void DropSpenseFromSlot(cChunk & a_Chunk, int a_SlotNum) = 0;
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/// Helper function, drops one item from the specified slot (like a dropper)
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void DropFromSlot(cChunk & a_Chunk, int a_SlotNum);
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} ; // tolua_export
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