Pickups are now being saved into Anvil.
Also changed cEntity rotation datatype to double git-svn-id: http://mc-server.googlecode.com/svn/trunk@1262 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@@ -6,7 +6,6 @@
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#include "Server.h"
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#include "Root.h"
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#include "Vector3d.h"
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#include "Vector3f.h"
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#include "Matrix4f.h"
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#include "ReferenceManager.h"
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#include "ClientHandle.h"
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@@ -134,8 +133,11 @@ void cEntity::WrapRotation()
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void cEntity::MoveToCorrectChunk(bool a_bIgnoreOldChunk)
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{
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ASSERT(m_World != NULL); // Entity needs a world to move to a chunk
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if (!m_World) return;
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if (!m_World)
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{
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// This is normal for entities being currently loaded
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return;
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}
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int ChunkX = 0, ChunkY = 0, ChunkZ = 0;
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cWorld::BlockToChunk((int)m_Pos.x, (int)m_Pos.y, (int)m_Pos.z, ChunkX, ChunkY, ChunkZ);
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@@ -299,7 +301,7 @@ void cEntity::SetRot(const Vector3f & a_Rot)
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void cEntity::SetRotation(float a_Rotation)
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void cEntity::SetRotation(double a_Rotation)
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{
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m_Rot.x = a_Rotation;
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m_bDirtyOrientation = true;
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@@ -309,7 +311,7 @@ void cEntity::SetRotation(float a_Rotation)
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void cEntity::SetPitch(float a_Pitch)
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void cEntity::SetPitch(double a_Pitch)
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{
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m_Rot.y = a_Pitch;
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m_bDirtyOrientation = true;
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@@ -319,7 +321,7 @@ void cEntity::SetPitch(float a_Pitch)
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void cEntity::SetRoll(float a_Roll)
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void cEntity::SetRoll(double a_Roll)
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{
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m_Rot.z = a_Roll;
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m_bDirtyOrientation = true;
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@@ -329,6 +331,15 @@ void cEntity::SetRoll(float a_Roll)
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void cEntity::SetSpeed(double a_SpeedX, double a_SpeedY, double a_SpeedZ)
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{
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m_Speed.Set(a_SpeedX, a_SpeedY, a_SpeedZ);
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}
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void cEntity::AddSpeed(const Vector3d & a_AddSpeed)
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{
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m_Speed += a_AddSpeed;
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@@ -340,11 +351,11 @@ void cEntity::AddSpeed(const Vector3d & a_AddSpeed)
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//////////////////////////////////////////////////////////////////////////
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// Get look vector (this is NOT a rotation!)
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Vector3f cEntity::GetLookVector(void) const
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Vector3d cEntity::GetLookVector(void) const
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{
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Matrix4f m;
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Matrix4d m;
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m.Init(Vector3f(), 0, m_Rot.x, -m_Rot.y);
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Vector3f Look = m.Transform(Vector3f(0, 0, 1));
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Vector3d Look = m.Transform(Vector3d(0, 0, 1));
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return Look;
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}
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