Add entity invulnerable
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@@ -262,8 +262,8 @@ public:
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// tolua_end
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/// Makes this entity take damage specified in the a_TDI. The TDI is sent through plugins first, then applied
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virtual void DoTakeDamage(TakeDamageInfo & a_TDI);
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/** Makes this entity take damage specified in the a_TDI. The TDI is sent through plugins first, then applied. If it returns false, the entity hasn't become any damage. */
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virtual bool DoTakeDamage(TakeDamageInfo & a_TDI);
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// tolua_begin
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@@ -391,6 +391,12 @@ public:
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virtual bool IsSubmerged(void) const{ return m_IsSubmerged; }
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/** Gets remaining air of a monster */
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int GetAirLevel(void) const { return m_AirLevel; }
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/** Gets the invulnerable ticks from the entity */
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int GetInvulnerableTicks(void) const { return m_InvulnerableTicks; }
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/** Set the invulnerable ticks from the entity */
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void SetInvulnerableTicks(int a_InvulnerableTicks) { m_InvulnerableTicks = a_InvulnerableTicks; }
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// tolua_end
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@@ -493,11 +499,14 @@ private:
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// Measured in Kilograms (Kg)
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double m_Mass;
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/// Width of the entity, in the XZ plane. Since entities are represented as cylinders, this is more of a diameter.
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// Width of the entity, in the XZ plane. Since entities are represented as cylinders, this is more of a diameter.
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double m_Width;
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/// Height of the entity (Y axis)
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// Height of the entity (Y axis)
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double m_Height;
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// If a player hunt a entity, the entity become a invulnerable of 20 ticks
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int m_InvulnerableTicks;
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} ; // tolua_export
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typedef std::list<cEntity *> cEntityList;
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