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-rw-r--r--src/Entities/Entity.h4
-rw-r--r--src/Entities/Player.h2
2 files changed, 3 insertions, 3 deletions
diff --git a/src/Entities/Entity.h b/src/Entities/Entity.h
index 4a819fa4a..809e974d2 100644
--- a/src/Entities/Entity.h
+++ b/src/Entities/Entity.h
@@ -444,8 +444,8 @@ public:
/** Set the invulnerable ticks from the entity */
void SetInvulnerableTicks(int a_InvulnerableTicks) { m_InvulnerableTicks = a_InvulnerableTicks; }
- /** Returns whether the player is on ground or not */
- bool IsOnGround(void) const { return m_bOnGround; }
+ /** Returns whether the entity is on ground or not */
+ virtual bool IsOnGround(void) const { return m_bOnGround; }
// tolua_end
diff --git a/src/Entities/Player.h b/src/Entities/Player.h
index fa9ac7cad..47bff64f2 100644
--- a/src/Entities/Player.h
+++ b/src/Entities/Player.h
@@ -121,7 +121,7 @@ public:
inline void SetStance( const double a_Stance) { m_Stance = a_Stance; }
double GetEyeHeight(void) const; // tolua_export
Vector3d GetEyePosition(void) const; // tolua_export
- inline bool IsOnGround(void) const {return m_bTouchGround; } // tolua_export
+ virtual bool IsOnGround(void) const override {return m_bTouchGround; }
inline double GetStance(void) const { return GetPosY() + 1.62; } // tolua_export // TODO: Proper stance when crouching etc.
inline cInventory & GetInventory(void) { return m_Inventory; } // tolua_export
inline const cInventory & GetInventory(void) const { return m_Inventory; }