Added skeleton code for projectile spawning.
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@@ -1,7 +1,7 @@
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// ProjectileEntity.h
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// Declares the cProjectileEntity class representing the common base class for projectiles
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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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@@ -38,12 +38,21 @@ public:
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pkFishingFloat = 90,
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} ;
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// tolua_end
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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 coords and the face hit is given
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virtual void OnHitSolidBlock(double a_BlockX, double a_BlockY, double a_BlockZ, char a_BlockFace) {};
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// tolua_begin
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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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protected:
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eKind m_Kind;
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@@ -58,9 +67,20 @@ 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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cArrowEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, double a_Width, double a_Height);
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cArrowEntity(cEntity * a_Creator, const Vector3d & a_Pos, const Vector3d & a_Speed, double a_Width, double a_Height);
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// tolua_end
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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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protected:
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// cEntity overrides:
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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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// tolua_end
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