Implemented ballistic missiles (fireworks)
+ Added fireworks
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@@ -46,7 +46,7 @@ public:
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cProjectileEntity(eKind a_Kind, cEntity * a_Creator, double a_X, double a_Y, double a_Z, double a_Width, double a_Height);
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cProjectileEntity(eKind a_Kind, cEntity * a_Creator, const Vector3d & a_Pos, const Vector3d & a_Speed, double a_Width, double a_Height);
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static cProjectileEntity * Create(eKind a_Kind, cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d * a_Speed = NULL);
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static cProjectileEntity * Create(eKind a_Kind, cEntity * a_Creator, double a_X, double a_Y, double a_Z, const cItem & a_Item, const Vector3d * a_Speed = NULL);
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/// Called by the physics blocktracer when the entity hits a solid block, the hit position and the face hit (BLOCK_FACE_) is given
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virtual void OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_HitFace);
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@@ -305,13 +305,19 @@ public:
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CLASS_PROTODEF(cFireworkEntity);
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cFireworkEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z);
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cFireworkEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const cItem & a_Item);
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const cItem & GetItem(void) const { return m_FireworkItem; }
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protected:
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// cProjectileEntity overrides:
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virtual void OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_HitFace) override;
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virtual void HandlePhysics(float a_Dt, cChunk & a_Chunk) override;
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virtual void Tick(float a_Dt, cChunk & a_Chunk) override;
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private:
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int m_ExplodeTimer;
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cItem m_FireworkItem;
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// tolua_begin
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