Added skeleton code for projectile spawning.
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@@ -5,8 +5,6 @@
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#include "World.h"
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#include "ChunkDef.h"
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#include "ClientHandle.h"
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#include "Entities/Pickup.h"
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#include "Entities/Player.h"
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#include "Server.h"
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#include "Item.h"
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#include "Root.h"
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@@ -14,6 +12,11 @@
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#include "ChunkMap.h"
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#include "OSSupport/Timer.h"
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// Entities (except mobs):
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#include "Entities/Pickup.h"
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#include "Entities/Player.h"
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#include "Entities/TNTEntity.h"
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// Simulators:
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#include "Simulator/SimulatorManager.h"
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#include "Simulator/FloodyFluidSimulator.h"
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@@ -55,7 +58,6 @@
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#include "PluginManager.h"
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#include "Blocks/BlockHandler.h"
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#include "Vector3d.h"
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#include "Entities/TNTEntity.h"
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#include "Tracer.h"
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#include "tolua++.h"
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@@ -2650,6 +2652,26 @@ int cWorld::SpawnMob(double a_PosX, double a_PosY, double a_PosZ, cMonster::eTyp
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int cWorld::CreateProjectile(double a_PosX, double a_PosY, double a_PosZ, cProjectileEntity::eKind a_Kind, cEntity * a_Creator, const Vector3d * a_Speed)
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{
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cProjectileEntity * Projectile = cProjectileEntity::Create(a_Kind, a_Creator, a_PosX, a_PosY, a_PosZ, a_Speed);
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if (Projectile == NULL)
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{
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return -1;
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}
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if (!Projectile->Initialize(this))
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{
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delete Projectile;
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return -1;
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}
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BroadcastSpawnEntity(*Projectile);
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return Projectile->GetUniqueID();
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}
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void cWorld::TabCompleteUserName(const AString & a_Text, AStringVector & a_Results)
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{
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cCSLock Lock(m_CSPlayers);
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