Added cFloater class.
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58
src/Entities/Floater.cpp
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58
src/Entities/Floater.cpp
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#include "Globals.h"
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#include "Floater.h"
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#include "Player.h"
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#include "../Clienthandle.h"
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cFloater::cFloater(double a_X, double a_Y, double a_Z, Vector3d a_Speed, int a_PlayerID) :
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cEntity(etFloater, a_X, a_Y, a_Z, 0.98, 0.98),
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m_PlayerID(a_PlayerID),
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m_CanPickupItem(false),
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m_PickupCountDown(0)
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{
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SetSpeed(a_Speed);
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}
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void cFloater::SpawnOn(cClientHandle & a_Client)
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{
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a_Client.SendSpawnObject(*this, 90, m_PlayerID, 0, 0);
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}
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void cFloater::Tick(float a_Dt, cChunk & a_Chunk)
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{
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HandlePhysics(a_Dt, a_Chunk);
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if (IsBlockWater(m_World->GetBlock((int) GetPosX(), (int) GetPosY(), (int) GetPosZ())))
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{
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if (m_World->GetTickRandomNumber(100) == 0)
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{
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SetSpeedY(-1);
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m_CanPickupItem = true;
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m_PickupCountDown = 20;
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LOGD("Floater %i can be picked up", GetUniqueID());
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}
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else
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{
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SetSpeedY(1);
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}
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}
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SetSpeedX(GetSpeedX() * 0.95);
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SetSpeedZ(GetSpeedZ() * 0.95);
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if (CanPickup())
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{
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m_PickupCountDown--;
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if (m_PickupCountDown == 0)
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{
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m_CanPickupItem = false;
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LOGD("The fish is gone. Floater %i can not pick an item up.", GetUniqueID());
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}
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}
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BroadcastMovementUpdate();
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}
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