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-rw-r--r--source/Entity.cpp29
1 files changed, 20 insertions, 9 deletions
diff --git a/source/Entity.cpp b/source/Entity.cpp
index b95648f59..418543fb1 100644
--- a/source/Entity.cpp
+++ b/source/Entity.cpp
@@ -6,7 +6,6 @@
#include "Server.h"
#include "Root.h"
#include "Vector3d.h"
-#include "Vector3f.h"
#include "Matrix4f.h"
#include "ReferenceManager.h"
#include "ClientHandle.h"
@@ -134,8 +133,11 @@ void cEntity::WrapRotation()
void cEntity::MoveToCorrectChunk(bool a_bIgnoreOldChunk)
{
- ASSERT(m_World != NULL); // Entity needs a world to move to a chunk
- if (!m_World) return;
+ if (!m_World)
+ {
+ // This is normal for entities being currently loaded
+ return;
+ }
int ChunkX = 0, ChunkY = 0, ChunkZ = 0;
cWorld::BlockToChunk((int)m_Pos.x, (int)m_Pos.y, (int)m_Pos.z, ChunkX, ChunkY, ChunkZ);
@@ -299,7 +301,7 @@ void cEntity::SetRot(const Vector3f & a_Rot)
-void cEntity::SetRotation(float a_Rotation)
+void cEntity::SetRotation(double a_Rotation)
{
m_Rot.x = a_Rotation;
m_bDirtyOrientation = true;
@@ -309,7 +311,7 @@ void cEntity::SetRotation(float a_Rotation)
-void cEntity::SetPitch(float a_Pitch)
+void cEntity::SetPitch(double a_Pitch)
{
m_Rot.y = a_Pitch;
m_bDirtyOrientation = true;
@@ -319,7 +321,7 @@ void cEntity::SetPitch(float a_Pitch)
-void cEntity::SetRoll(float a_Roll)
+void cEntity::SetRoll(double a_Roll)
{
m_Rot.z = a_Roll;
m_bDirtyOrientation = true;
@@ -329,6 +331,15 @@ void cEntity::SetRoll(float a_Roll)
+void cEntity::SetSpeed(double a_SpeedX, double a_SpeedY, double a_SpeedZ)
+{
+ m_Speed.Set(a_SpeedX, a_SpeedY, a_SpeedZ);
+}
+
+
+
+
+
void cEntity::AddSpeed(const Vector3d & a_AddSpeed)
{
m_Speed += a_AddSpeed;
@@ -340,11 +351,11 @@ void cEntity::AddSpeed(const Vector3d & a_AddSpeed)
//////////////////////////////////////////////////////////////////////////
// Get look vector (this is NOT a rotation!)
-Vector3f cEntity::GetLookVector(void) const
+Vector3d cEntity::GetLookVector(void) const
{
- Matrix4f m;
+ Matrix4d m;
m.Init(Vector3f(), 0, m_Rot.x, -m_Rot.y);
- Vector3f Look = m.Transform(Vector3f(0, 0, 1));
+ Vector3d Look = m.Transform(Vector3d(0, 0, 1));
return Look;
}