Using Super.
This commit is contained in:
committed by
Alexander Harkness
parent
f931590bf0
commit
9ee47e5999
@@ -9,7 +9,7 @@
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cArrowEntity::cArrowEntity(cEntity * a_Creator, Vector3d a_Pos, Vector3d a_Speed):
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super(pkArrow, a_Creator, a_Pos, 0.5, 0.5),
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Super(pkArrow, a_Creator, a_Pos, 0.5, 0.5),
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m_PickupState(psNoPickup),
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m_DamageCoeff(2),
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m_IsCritical(false),
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@@ -35,7 +35,7 @@ cArrowEntity::cArrowEntity(cEntity * a_Creator, Vector3d a_Pos, Vector3d a_Speed
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cArrowEntity::cArrowEntity(cPlayer & a_Player, double a_Force) :
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super(pkArrow, &a_Player, a_Player.GetThrowStartPos(), a_Player.GetThrowSpeed(a_Force * 1.5 * 20), 0.5, 0.5),
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Super(pkArrow, &a_Player, a_Player.GetThrowStartPos(), a_Player.GetThrowSpeed(a_Force * 1.5 * 20), 0.5, 0.5),
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m_PickupState(psInSurvivalOrCreative),
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m_DamageCoeff(2),
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m_IsCritical((a_Force >= 1)),
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@@ -77,7 +77,7 @@ void cArrowEntity::OnHitSolidBlock(Vector3d a_HitPos, eBlockFace a_HitFace)
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Vector3d Hit = a_HitPos;
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Hit += GetSpeed().NormalizeCopy() / 100000; // Make arrow sink into block a bit so it lodges (TODO: investigate how to stop them going so far so that they become black clientside)
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super::OnHitSolidBlock(Hit, a_HitFace);
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Super::OnHitSolidBlock(Hit, a_HitFace);
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Vector3i BlockHit = Hit.Floor();
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int X = BlockHit.x, Y = BlockHit.y, Z = BlockHit.z;
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@@ -100,7 +100,7 @@ void cArrowEntity::OnHitSolidBlock(Vector3d a_HitPos, eBlockFace a_HitFace)
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void cArrowEntity::OnHitEntity(cEntity & a_EntityHit, Vector3d a_HitPos)
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{
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super::OnHitEntity(a_EntityHit, a_HitPos);
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Super::OnHitEntity(a_EntityHit, a_HitPos);
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int Damage = static_cast<int>(GetSpeed().Length() / 20 * m_DamageCoeff + 0.5);
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if (m_IsCritical)
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@@ -165,7 +165,7 @@ void cArrowEntity::CollectedBy(cPlayer & a_Dest)
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void cArrowEntity::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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{
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super::Tick(a_Dt, a_Chunk);
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Super::Tick(a_Dt, a_Chunk);
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if (!IsTicking())
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{
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// The base class tick destroyed us
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