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Added cPlayer::IsGameModeXXX() and cWorld::IsGameModeXXX() functions.

These are the preferred way of determining the gamemode, you should use those instead of doing manual comparisons to the gamemode value.
This commit is contained in:
madmaxoft
2013-07-28 11:30:54 +02:00
parent 0799661ff7
commit d3801c0296
3 changed files with 58 additions and 2 deletions

View File

@@ -505,7 +505,6 @@ void cPlayer::KilledBy(cEntity * a_Killer)
void cPlayer::Respawn(void)
{
m_Health = GetMaxHealth();
m_FoodLevel = 20;
m_ClientHandle->SendRespawn();
@@ -538,6 +537,36 @@ Vector3d cPlayer::GetEyePosition(void) const
bool cPlayer::IsGameModeCreative(void) const
{
return (m_GameMode == gmCreative) || // Either the player is explicitly in Creative
((m_GameMode == gmNotSet) && m_World->IsGameModeCreative()); // or they inherit from the world and the world is Creative
}
bool cPlayer::IsGameModeSurvival(void) const
{
return (m_GameMode == gmSurvival) || // Either the player is explicitly in Survival
((m_GameMode == gmNotSet) && m_World->IsGameModeSurvival()); // or they inherit from the world and the world is Survival
}
bool cPlayer::IsGameModeAdventure(void) const
{
return (m_GameMode == gmCreative) || // Either the player is explicitly in Adventure
((m_GameMode == gmNotSet) && m_World->IsGameModeCreative()); // or they inherit from the world and the world is Adventure
}
void cPlayer::OpenWindow(cWindow * a_Window)
{
if (a_Window != m_CurrentWindow)
@@ -1283,6 +1312,11 @@ void cPlayer::HandleFood(void)
void cPlayer::ApplyFoodExhaustionFromMovement(cChunk & a_Chunk)
{
if (IsGameModeCreative())
{
return;
}
// Calculate the distance travelled, update the last pos:
Vector3d Movement(GetPosition() - m_LastFoodPos);
m_LastFoodPos = GetPosition();