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-rw-r--r--src/Entities/Entity.h39
1 files changed, 23 insertions, 16 deletions
diff --git a/src/Entities/Entity.h b/src/Entities/Entity.h
index fed856b30..cb35db43b 100644
--- a/src/Entities/Entity.h
+++ b/src/Entities/Entity.h
@@ -217,21 +217,21 @@ public:
void SetRoll (double a_Roll); // In degrees, normalizes to [-180, +180)
// tolua_end
- /** Measured in meter/second (m/s) */
- Vector3d m_Speed;
-
// tolua_begin
- /** Sets the speed of the entity and moves them in the given speed. */
- virtual void SetSpeed (double a_SpeedX, double a_SpeedY, double a_SpeedZ);
- /** Sets the speed of the entity and moves them in the given speed. */
- void SetSpeed (const Vector3d & a_Speed) { SetSpeed(a_Speed.x, a_Speed.y, a_Speed.z); }
-
- /** Sets the speed for the X axis */
- virtual void SetSpeedX (double a_SpeedX);
- /** Sets the speed for the Y axis */
- virtual void SetSpeedY (double a_SpeedY);
- /** Sets the speed for the Z axis */
- virtual void SetSpeedZ (double a_SpeedZ);
+ /** Sets the speed of the entity, measured in m / sec */
+ void SetSpeed(double a_SpeedX, double a_SpeedY, double a_SpeedZ);
+
+ /** Sets the speed of the entity, measured in m / sec */
+ void SetSpeed(const Vector3d & a_Speed) { SetSpeed(a_Speed.x, a_Speed.y, a_Speed.z); }
+
+ /** Sets the speed in the X axis, leaving the other speed components intact. Measured in m / sec. */
+ void SetSpeedX(double a_SpeedX);
+
+ /** Sets the speed in the Y axis, leaving the other speed components intact. Measured in m / sec. */
+ void SetSpeedY(double a_SpeedY);
+
+ /** Sets the speed in the Z axis, leaving the other speed components intact. Measured in m / sec. */
+ void SetSpeedZ(double a_SpeedZ);
void SetWidth (double a_Width);
@@ -442,6 +442,9 @@ protected:
static cCriticalSection m_CSCount;
static int m_EntityCount;
+ /** Measured in meter/second (m/s) */
+ Vector3d m_Speed;
+
int m_UniqueID;
int m_Health;
@@ -499,11 +502,15 @@ protected:
/// Time, in ticks, since the last damage dealt by the void. Reset to zero when moving out of the void.
int m_TicksSinceLastVoidDamage;
-
+
+ /** Does the actual speed-setting. The default implementation just sets the member variable value;
+ overrides can provide further processing, such as forcing players to move at the given speed. */
+ virtual void DoSetSpeed(double a_SpeedX, double a_SpeedY, double a_SpeedZ);
+
virtual void Destroyed(void) {} // Called after the entity has been destroyed
/** Called in each tick to handle air-related processing i.e. drowning */
- virtual void HandleAir();
+ virtual void HandleAir(void);
/** Called once per tick to set IsSwimming and IsSubmerged */
virtual void SetSwimState(cChunk & a_Chunk);