summaryrefslogtreecommitdiffstats
path: root/src/Entities/ProjectileEntity.h
diff options
context:
space:
mode:
Diffstat (limited to 'src/Entities/ProjectileEntity.h')
-rw-r--r--src/Entities/ProjectileEntity.h88
1 files changed, 0 insertions, 88 deletions
diff --git a/src/Entities/ProjectileEntity.h b/src/Entities/ProjectileEntity.h
index 731dd060e..2b2ed634c 100644
--- a/src/Entities/ProjectileEntity.h
+++ b/src/Entities/ProjectileEntity.h
@@ -101,94 +101,6 @@ protected:
-class cArrowEntity :
- public cProjectileEntity
-{
- typedef cProjectileEntity super;
-
-public:
- /// Determines when the arrow can be picked up (depending on player gamemode). Corresponds to the MCA file "pickup" field
- enum ePickupState
- {
- psNoPickup = 0,
- psInSurvivalOrCreative = 1,
- psInCreative = 2,
- } ;
-
- // tolua_end
-
- CLASS_PROTODEF(cArrowEntity);
-
- /// Creates a new arrow with psNoPickup state and default damage modifier coeff
- cArrowEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d & a_Speed);
-
- /// Creates a new arrow as shot by a player, initializes it from the player object
- cArrowEntity(cPlayer & a_Player, double a_Force);
-
- // tolua_begin
-
- /// Returns whether the arrow can be picked up by players
- ePickupState GetPickupState(void) const { return m_PickupState; }
-
- /// Sets a new pickup state
- void SetPickupState(ePickupState a_PickupState) { m_PickupState = a_PickupState; }
-
- /// Returns the damage modifier coeff.
- double GetDamageCoeff(void) const { return m_DamageCoeff; }
-
- /// Sets the damage modifier coeff
- void SetDamageCoeff(double a_DamageCoeff) { m_DamageCoeff = a_DamageCoeff; }
-
- /// Returns true if the specified player can pick the arrow up
- bool CanPickup(const cPlayer & a_Player) const;
-
- /// Returns true if the arrow is set as critical
- bool IsCritical(void) const { return m_IsCritical; }
-
- /// Sets the IsCritical flag
- void SetIsCritical(bool a_IsCritical) { m_IsCritical = a_IsCritical; }
-
- // tolua_end
-
-protected:
-
- /// Determines when the arrow can be picked up by players
- ePickupState m_PickupState;
-
- /// The coefficient applied to the damage that the arrow will deal, based on the bow enchantment. 2.0 for normal arrow
- double m_DamageCoeff;
-
- /// If true, the arrow deals more damage
- bool m_IsCritical;
-
- /// Timer for pickup collection animation or five minute timeout
- float m_Timer;
-
- /// Timer for client arrow position confirmation via TeleportEntity
- float m_HitGroundTimer;
-
- // Whether the arrow has already been teleported into the proper position in the ground.
- bool m_HasTeleported;
-
- /// If true, the arrow is in the process of being collected - don't go to anyone else
- bool m_bIsCollected;
-
- /// Stores the block position that arrow is lodged into, sets m_IsInGround to false if it becomes air
- Vector3i m_HitBlockPos;
-
- // cProjectileEntity overrides:
- virtual void OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_HitFace) override;
- virtual void OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos) override;
- virtual void CollectedBy(cPlayer * a_Player) override;
- virtual void Tick(float a_Dt, cChunk & a_Chunk) override;
-
- // tolua_begin
-} ;
-
-
-
-
-
class cThrownEggEntity :
public cProjectileEntity
{