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//
// SplashPotionEntity.h
//
#pragma once
#include "ProjectileEntity.h"
#include "EntityEffect.h"
#include "../World.h"
#include "Entity.h"
// tolua_begin
class cSplashPotionEntity :
public cProjectileEntity
{
typedef cProjectileEntity super;
public:
// tolua_end
CLASS_PROTODEF(cSplashPotionEntity);
cSplashPotionEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d & a_Speed, cEntityEffect::eType a_EntityEffectType, cEntityEffect a_EntityEffect, int a_PotionName);
cEntityEffect::eType GetEntityEffectType() { return m_EntityEffectType; }
cEntityEffect GetEntityEffect() { return m_EntityEffect; }
int GetPotionName() { return m_PotionName; }
void SetEntityEffectType(cEntityEffect::eType a_EntityEffectType) { m_EntityEffectType = a_EntityEffectType; }
void SetEntityEffect(cEntityEffect a_EntityEffect) { m_EntityEffect = a_EntityEffect; }
void SetPotionName(int a_PotionName) { m_PotionName = a_PotionName; }
protected:
// cProjectileEntity overrides:
virtual void OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_HitFace) override;
virtual void OnHitEntity (cEntity & a_EntityHit, const Vector3d & a_HitPos) override;
/** Splashes the potion, fires its particle effects and sounds
* @param a_HitPos The position where the potion will splash
*/
void Splash(const Vector3d & a_HitPos);
cEntityEffect::eType m_EntityEffectType;
cEntityEffect m_EntityEffect;
int m_PotionName;
class cSplashPotionCallback :
public cEntityCallback
{
public:
cSplashPotionCallback(const Vector3d & a_HitPos, cEntityEffect::eType &a_EntityEffectType, cEntityEffect &a_EntityEffect);
virtual bool Item(cEntity *a_Entity) override;
private:
const Vector3d &m_HitPos;
cEntityEffect::eType &m_EntityEffectType;
cEntityEffect &m_EntityEffect;
};
} ; // tolua_export
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