diff options
Diffstat (limited to 'src/Entities/Entity.h')
-rw-r--r-- | src/Entities/Entity.h | 35 |
1 files changed, 22 insertions, 13 deletions
diff --git a/src/Entities/Entity.h b/src/Entities/Entity.h index a682701de..df03d635b 100644 --- a/src/Entities/Entity.h +++ b/src/Entities/Entity.h @@ -430,22 +430,29 @@ protected: /// The entity which is attached to this entity (rider), NULL if none cEntity * m_Attachee; - // Flags that signal that we haven't updated the clients with the latest. - bool m_bDirtyHead; - bool m_bDirtyOrientation; - bool m_bDirtyPosition; - bool m_bDirtySpeed; - - bool m_bOnGround; - float m_Gravity; + /** Stores whether head yaw has been set manually */ + bool m_bDirtyHead; + + /** Stores whether our yaw/pitch/roll (body orientation) has been set manually */ + bool m_bDirtyOrientation; - // Last Position. - double m_LastPosX, m_LastPosY, m_LastPosZ; + /** Stores whether we have sent a Velocity packet with a speed of zero (no speed) to the client + Ensures that said packet is sent only once */ + bool m_bHasSentNoSpeed; - // This variables keep track of the last time a packet was sent - Int64 m_TimeLastTeleportPacket, m_TimeLastMoveReltPacket, m_TimeLastSpeedPacket; // In ticks + /** Stores if the entity is on the ground */ + bool m_bOnGround; + + /** Stores gravity that is applied to an entity every tick + For realistic effects, this should be negative. For spaaaaaaace, this can be zero or even positive */ + float m_Gravity; + + /** Last position sent to client via the Relative Move or Teleport packets (not Velocity) + Only updated if cEntity::BroadcastMovementUpdate() is called! */ + Vector3d m_LastPos; - bool m_IsInitialized; // Is set to true when it's initialized, until it's destroyed (Initialize() till Destroy() ) + /** True when entity is initialised (Initialize()) and false when destroyed pending deletion (Destroy()) */ + bool m_IsInitialized; eEntityType m_EntityType; @@ -469,12 +476,14 @@ protected: /// Time, in ticks, since the last damage dealt by the void. Reset to zero when moving out of the void. int m_TicksSinceLastVoidDamage; + virtual void Destroyed(void) {} // Called after the entity has been destroyed void SetWorld(cWorld * a_World) { m_World = a_World; } /** Called in each tick to handle air-related processing i.e. drowning */ virtual void HandleAir(); + /** Called once per tick to set IsSwimming and IsSubmerged */ virtual void SetSwimState(cChunk & a_Chunk); |