Using Super.
This commit is contained in:
committed by
Alexander Harkness
parent
f931590bf0
commit
9ee47e5999
@@ -86,7 +86,7 @@ const int cPlayer::EATING_TICKS = 30;
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cPlayer::cPlayer(cClientHandlePtr a_Client, const AString & a_PlayerName) :
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super(etPlayer, 0.6, 1.8),
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Super(etPlayer, 0.6, 1.8),
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m_bVisible(true),
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m_FoodLevel(MAX_FOOD_LEVEL),
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m_FoodSaturationLevel(5.0),
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@@ -227,7 +227,7 @@ cPlayer::~cPlayer(void)
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void cPlayer::Destroyed()
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{
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CloseWindow(false);
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super::Destroyed();
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Super::Destroyed();
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}
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@@ -306,7 +306,7 @@ void cPlayer::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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ASSERT(a_Chunk.IsValid());
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super::Tick(a_Dt, a_Chunk);
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Super::Tick(a_Dt, a_Chunk);
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// Handle charging the bow:
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if (m_IsChargingBow)
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@@ -600,7 +600,7 @@ void cPlayer::SetTouchGround(bool a_bTouchGround)
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void cPlayer::Heal(int a_Health)
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{
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super::Heal(a_Health);
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Super::Heal(a_Health);
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SendHealth();
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}
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@@ -1024,7 +1024,7 @@ bool cPlayer::DoTakeDamage(TakeDamageInfo & a_TDI)
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}
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}
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if (super::DoTakeDamage(a_TDI))
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if (Super::DoTakeDamage(a_TDI))
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{
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// Any kind of damage adds food exhaustion
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AddFoodExhaustion(0.3f);
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@@ -1074,7 +1074,7 @@ void cPlayer::NotifyNearbyWolves(cPawn * a_Opponent, bool a_IsPlayerInvolved)
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void cPlayer::KilledBy(TakeDamageInfo & a_TDI)
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{
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super::KilledBy(a_TDI);
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Super::KilledBy(a_TDI);
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if (m_Health > 0)
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{
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@@ -1766,7 +1766,7 @@ void cPlayer::DoSetSpeed(double a_SpeedX, double a_SpeedY, double a_SpeedZ)
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// Do not set speed to a frozen client
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return;
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}
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super::DoSetSpeed(a_SpeedX, a_SpeedY, a_SpeedZ);
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Super::DoSetSpeed(a_SpeedX, a_SpeedY, a_SpeedZ);
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// Send the speed to the client so he actualy moves
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m_ClientHandle->SendEntityVelocity(*this);
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}
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@@ -2878,7 +2878,7 @@ void cPlayer::AttachTo(cEntity * a_AttachTo)
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return;
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}
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super::AttachTo(a_AttachTo);
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Super::AttachTo(a_AttachTo);
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}
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@@ -2902,7 +2902,7 @@ void cPlayer::Detach()
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return;
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}
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super::Detach();
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Super::Detach();
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int PosX = POSX_TOINT;
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int PosY = POSY_TOINT;
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int PosZ = POSZ_TOINT;
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@@ -3099,7 +3099,7 @@ float cPlayer::GetExplosionExposureRate(Vector3d a_ExplosionPosition, float a_Ex
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return 0; // No impact from explosion
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}
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return super::GetExplosionExposureRate(a_ExplosionPosition, a_ExlosionPower) / 30.0f;
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return Super::GetExplosionExposureRate(a_ExplosionPosition, a_ExlosionPower) / 30.0f;
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}
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