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// SplashPotionEntity.h
// Declares the cSplashPotionEntity class representing a splash potion that has been thrown
#pragma once
#include "ProjectileEntity.h"
#include "EntityEffect.h"
#include "../World.h"
class cEntity;
// tolua_begin
class cSplashPotionEntity :
public cProjectileEntity
{
// tolua_end
using Super = cProjectileEntity;
public: // tolua_export
CLASS_PROTODEF(cSplashPotionEntity)
cSplashPotionEntity(
cEntity * a_Creator,
Vector3d a_Pos,
Vector3d a_Speed,
const cItem & a_Item
);
// tolua_begin
cEntityEffect::eType GetEntityEffectType(void) const { return m_EntityEffectType; }
int GetPotionColor(void) const { return m_PotionColor; }
const cItem & GetItem(void) const { return m_Item; }
void SetEntityEffectType(cEntityEffect::eType a_EntityEffectType) { m_EntityEffectType = a_EntityEffectType; }
void SetPotionColor(int a_PotionColor) { m_PotionColor = a_PotionColor; }
// tolua_end
cEntityEffect GetEntityEffect(void) const { return m_EntityEffect; }
void SetEntityEffect(cEntityEffect a_EntityEffect) { m_EntityEffect = a_EntityEffect; }
private:
cEntityEffect::eType m_EntityEffectType;
cEntityEffect m_EntityEffect;
int m_PotionColor;
cItem m_Item;
/** Splashes the potion, fires its particle effects and sounds
@param a_HitPos The position where the potion will splash */
void Splash(Vector3d a_HitPos);
// cProjectileEntity overrides:
virtual void OnHitEntity(cEntity & a_EntityHit, Vector3d a_HitPos) override;
virtual void OnHitSolidBlock(Vector3d a_HitPos, eBlockFace a_HitFace) override;
} ; // tolua_export
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