void Player::Respawn() { if (IsDead() == false) { return; } m_position = m_respawnPosition; // Make sure we create a chunk in the respawn position UpdateGridPosition(); m_pChunkManager->CreateNewChunk(GetGridX(), GetGridY(), GetGridZ()); m_health = m_maxHealth; VoxGame::GetInstance()->GetHUD()->UpdatePlayerData(); // Also go through all the equipped items and equip them for (int i = 0; i < EquipSlot_NumSlots; i++) { InventoryItem* pItem = m_pInventoryManager->GetInventoryItemForEquipSlot((EquipSlot)i); if (pItem != NULL) { EquipItem(pItem, true); } } m_dead = false; }
std::vector<int> SceneImporter::GetGridDims(){ std::vector<int> m_grid_dims(3); m_grid_dims[0] = GetGridX(); m_grid_dims[1] = GetGridY(); m_grid_dims[2] = GetGridZ(); return m_grid_dims; }