From f1f86c46d37051b16a70bbc3c0c663873ccdf2eb Mon Sep 17 00:00:00 2001 From: Tiger Wang Date: Tue, 27 Aug 2013 20:38:11 +0100 Subject: Preliminary Minecart physics handling [SEE DESC] This commit includes physics handling for the following scenarios: Flat rails in orientations [N, S, W, E] Ascending/descending rails in orientations [N, S, W, E] Powered rails are NOT handled (they don't respond to redstone). Curved rails are NOT handled (I haven't figured out how to do them :P) Please note that I have not tried to emulate vanilla behaviour because of a lack of knowledge on velocity unites/C++. We can say it's a feature or something. :P --- source/Entities/Entity.h | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'source/Entities/Entity.h') diff --git a/source/Entities/Entity.h b/source/Entities/Entity.h index 820405cb9..7ae70b8cf 100644 --- a/source/Entities/Entity.h +++ b/source/Entities/Entity.h @@ -351,6 +351,9 @@ protected: bool m_bOnGround; float m_Gravity; + + // Measured in Kilograms (Kg) + double m_Mass; // Last Position. double m_LastPosX, m_LastPosY, m_LastPosZ; @@ -399,9 +402,6 @@ private: // Measured in meter / second Vector3d m_WaterSpeed; - // Measured in Kilograms (Kg) - double m_Mass; - /// Width of the entity, in the XZ plane. Since entities are represented as cylinders, this is more of a diameter. double m_Width; -- cgit v1.2.3