Moved source to src
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// ProjectileEntity.h
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// Declares the cProjectileEntity class representing the common base class for projectiles, as well as individual projectile types
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#pragma once
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#include "Entity.h"
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// tolua_begin
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class cProjectileEntity :
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public cEntity
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{
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typedef cEntity super;
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public:
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/// The kind of the projectile. The numbers correspond to the network type ID used for spawning via the 0x17 packet.
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enum eKind
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{
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pkArrow = 60,
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pkSnowball = 61,
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pkEgg = 62,
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pkGhastFireball = 63,
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pkFireCharge = 64,
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pkEnderPearl = 65,
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pkExpBottle = 75,
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pkSplashPotion = 73,
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pkWitherSkull = 66,
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pkFishingFloat = 90,
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} ;
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// tolua_end
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CLASS_PROTODEF(cProjectileEntity);
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cProjectileEntity(eKind a_Kind, cEntity * a_Creator, double a_X, double a_Y, double a_Z, double a_Width, double a_Height);
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cProjectileEntity(eKind a_Kind, cEntity * a_Creator, const Vector3d & a_Pos, const Vector3d & a_Speed, double a_Width, double a_Height);
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static cProjectileEntity * Create(eKind a_Kind, cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d * a_Speed = NULL);
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/// Called by the physics blocktracer when the entity hits a solid block, the hit position and the face hit (BLOCK_FACE_) is given
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virtual void OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace);
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/// Called by the physics blocktracer when the entity hits another entity
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virtual void OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos) {}
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/// Called by Chunk when the projectile is eligible for player collection
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virtual void CollectedBy(cPlayer * a_Dest);
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// tolua_begin
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/// Returns the kind of the projectile (fast class identification)
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eKind GetProjectileKind(void) const { return m_ProjectileKind; }
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/// Returns the entity who created this projectile; may be NULL
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cEntity * GetCreator(void) { return m_Creator; }
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/// Returns the string that is used as the entity type (class name) in MCA files
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AString GetMCAClassName(void) const;
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/// Returns true if the projectile has hit the ground and is stuck there
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bool IsInGround(void) const { return m_IsInGround; }
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// tolua_end
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/// Sets the internal InGround flag. To be used by MCA loader only!
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void SetIsInGround(bool a_IsInGround) { m_IsInGround = a_IsInGround; }
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protected:
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eKind m_ProjectileKind;
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/// The entity who has created this projectile; may be NULL (e. g. for dispensers)
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cEntity * m_Creator;
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/// True if the projectile has hit the ground and is stuck there
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bool m_IsInGround;
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// cEntity overrides:
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virtual void Tick(float a_Dt, cChunk & a_Chunk) override;
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virtual void HandlePhysics(float a_Dt, cChunk & a_Chunk) override;
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virtual void SpawnOn(cClientHandle & a_Client) override;
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// tolua_begin
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} ;
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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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/// 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, char 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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typedef cProjectileEntity super;
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public:
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// tolua_end
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CLASS_PROTODEF(cThrownEggEntity);
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cThrownEggEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d & a_Speed);
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protected:
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// tolua_end
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// cProjectileEntity overrides:
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virtual void OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace) override;
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// tolua_begin
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} ;
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class cThrownEnderPearlEntity :
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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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// tolua_end
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CLASS_PROTODEF(cThrownEnderPearlEntity);
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cThrownEnderPearlEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d & a_Speed);
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protected:
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// tolua_end
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// cProjectileEntity overrides:
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virtual void OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace) override;
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// tolua_begin
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} ;
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class cThrownSnowballEntity :
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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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// tolua_end
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CLASS_PROTODEF(cThrownSnowballEntity);
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cThrownSnowballEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d & a_Speed);
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protected:
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// cProjectileEntity overrides:
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virtual void OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace) override;
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// tolua_begin
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} ;
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class cGhastFireballEntity :
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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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// tolua_end
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CLASS_PROTODEF(cGhastFireballEntity);
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cGhastFireballEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d & a_Speed);
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protected:
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void Explode(int a_BlockX, int a_BlockY, int a_BlockZ);
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// cProjectileEntity overrides:
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virtual void OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace) override;
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virtual void OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos) override;
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// TODO: Deflecting the fireballs by arrow- or sword- hits
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// tolua_begin
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} ;
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class cFireChargeEntity :
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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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// tolua_end
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CLASS_PROTODEF(cFireChargeEntity);
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cFireChargeEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d & a_Speed);
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protected:
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void Explode(int a_BlockX, int a_BlockY, int a_BlockZ);
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// cProjectileEntity overrides:
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virtual void OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace) override;
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virtual void OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos) override;
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// tolua_begin
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} ;
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// tolua_end
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