Added falling block entities. Sand and gravel now properly fall down
Implemented the PACKET_SPAWN_OBJECT packet Made some things use BLOCKTYPE instead of char Android: Requests WebAdmin port when pressing the configure button git-svn-id: http://mc-server.googlecode.com/svn/trunk@915 0a769ca7-a7f5-676a-18bf-c427514a06d6
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64
source/FallingBlock.cpp
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64
source/FallingBlock.cpp
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#include "Globals.h"
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#include "FallingBlock.h"
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#include "World.h"
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#include "ClientHandle.h"
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CLASS_DEFINITION( cFallingBlock, cEntity )
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cFallingBlock::cFallingBlock(const Vector3i & a_BlockPosition, BLOCKTYPE a_BlockType)
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: super( a_BlockPosition.x + 0.5f, a_BlockPosition.y + 0.5f, a_BlockPosition.z + 0.5f )
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, m_BlockType( a_BlockType )
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, m_OriginalPosition( a_BlockPosition )
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, m_SpeedY( 0 )
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{
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}
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cFallingBlock::~cFallingBlock()
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{
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}
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void cFallingBlock::Initialize(cWorld * a_World)
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{
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super::Initialize( a_World );
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a_World->BroadcastSpawn(*this);
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}
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void cFallingBlock::SpawnOn(cClientHandle & a_ClientHandle)
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{
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a_ClientHandle.SendSpawnObject(*this, 70, m_BlockType, 0, 0, 0);
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}
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void cFallingBlock::Tick(float a_Dt)
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{
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float MilliDt = a_Dt * 0.001f;
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m_SpeedY -= MilliDt * 9.8f;
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m_Pos.y += m_SpeedY * MilliDt;
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//GetWorld()->BroadcastTeleportEntity(*this); // Testing position
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Vector3i BlockPos( m_OriginalPosition.x, (int)(m_Pos.y-0.5), m_OriginalPosition.z );
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if( !IsPassable( GetWorld()->GetBlock( BlockPos ) ) )
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{
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Destroy();
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GetWorld()->SetBlock( BlockPos.x, BlockPos.y+1, BlockPos.z, m_BlockType, 0 );
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}
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}
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