Added a few basic fields to cProjectileEntity and cArrowEntity.
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@@ -16,6 +16,7 @@
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cProjectileEntity::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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super(etProjectile, a_X, a_Y, a_Z, a_Width, a_Height),
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m_ProjectileKind(a_Kind),
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m_Creator(a_Creator)
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{
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}
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@@ -26,6 +27,7 @@ cProjectileEntity::cProjectileEntity(eKind a_Kind, cEntity * a_Creator, double a
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cProjectileEntity::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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super(etProjectile, a_Pos.x, a_Pos.y, a_Pos.z, a_Width, a_Height),
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m_ProjectileKind(a_Kind),
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m_Creator(a_Creator)
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{
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SetSpeed(a_Speed);
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@@ -57,13 +59,39 @@ cProjectileEntity * cProjectileEntity::Create(eKind a_Kind, cEntity * a_Creator,
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AString cProjectileEntity::GetMCAClassName(void) const
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{
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switch (m_ProjectileKind)
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{
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case pkArrow: return "Arrow";
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case pkSnowball: return "Snowball";
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case pkEgg: return "Egg";
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case pkGhastFireball: return "Fireball";
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case pkFireCharge: return "SmallFireball";
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case pkEnderPearl: return "ThrownEnderPearl";
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case pkExpBottle: return "ThrownExpBottle";
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case pkSplashPotion: return "ThrownPotion";
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case pkWitherSkull: return "WitherSkull";
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case pkFishingFloat: return ""; // Unknown, perhaps MC doesn't save this?
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}
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ASSERT(!"Unhandled projectile entity kind!");
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return "";
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cArrowEntity:
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cArrowEntity::cArrowEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d a_Speed) :
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super(pkArrow, a_Creator, a_X, a_Y, a_Z, 0.5, 0.5)
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super(pkArrow, a_Creator, a_X, a_Y, a_Z, 0.5, 0.5),
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m_PickupState(psNoPickup),
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m_DamageCoeff(2)
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{
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SetSpeed(a_Speed);
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SetMass(0.1);
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}
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