// BannerEntity.cpp // Implements the cBannerEntity class representing a banner block in the world #include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "BannerEntity.h" #include "../World.h" #include "../ClientHandle.h" cBannerEntity::cBannerEntity(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, Vector3i a_Pos, cWorld * a_World, unsigned char a_BaseColor, AString a_CustomName): Super(a_BlockType, a_BlockMeta, a_Pos, a_World), m_BaseColor(a_BaseColor), m_CustomName(std::move(a_CustomName)) { ASSERT((a_BlockType == E_BLOCK_WALL_BANNER) || (a_BlockType == E_BLOCK_STANDING_BANNER)); } cItems cBannerEntity::ConvertToPickups() const { cItem Item(E_ITEM_BANNER, 1, static_cast(GetBaseColor())); Item.m_CustomName = m_CustomName; return Item; } void cBannerEntity::CopyFrom(const cBlockEntity & a_Src) { Super::CopyFrom(a_Src); auto & src = static_cast(a_Src); m_BaseColor = src.m_BaseColor; m_CustomName = src.m_CustomName; } void cBannerEntity::SendTo(cClientHandle & a_Client) { a_Client.SendBlockChange(m_Pos, m_BlockType, m_BlockMeta); a_Client.SendUpdateBlockEntity(*this); } bool cBannerEntity::UsedBy(cPlayer * a_Player) { UNUSED(a_Player); return false; }