Esempio n. 1
0
void cHangingEntity::SpawnOn(cClientHandle & a_ClientHandle)
{
	int Dir = 0;

	// The client uses different values for item frame directions and block faces. Our constants are for the block faces, so we convert them here to item frame faces
	switch (m_BlockFace)
	{
		case BLOCK_FACE_ZP: break;  // Initialised to zero
		case BLOCK_FACE_ZM: Dir = 2; break;
		case BLOCK_FACE_XM: Dir = 1; break;
		case BLOCK_FACE_XP: Dir = 3; break;
		default: ASSERT(!"Unhandled block face when trying to spawn item frame!"); return;
	}

	if ((Dir == 0) || (Dir == 2))  // Probably a client bug, but two directions are flipped and contrary to the norm, so we do -180
	{
		SetYaw((Dir * 90) - 180);
	}
	else
	{
		SetYaw(Dir * 90);
	}

	a_ClientHandle.SendSpawnObject(*this, 71, Dir, (Byte)GetYaw(), (Byte)GetPitch());
	a_ClientHandle.SendEntityMetadata(*this);
}
Esempio n. 2
0
void cTNTEntity::SpawnOn(cClientHandle & a_ClientHandle)
{
	a_ClientHandle.SendSpawnObject(*this, 50, 1, 0, 0);  // 50 means TNT
	m_bDirtyPosition = false;
	m_bDirtySpeed = false;
	m_bDirtyOrientation = false;
	m_bDirtyHead = false;
}
Esempio n. 3
0
void cProjectileEntity::SpawnOn(cClientHandle & a_Client)
{
    // Default spawning - use the projectile kind to spawn an object:
    a_Client.SendSpawnObject(*this, m_ProjectileKind, 12, ANGLE_TO_PROTO(GetYaw()), ANGLE_TO_PROTO(GetPitch()));
    a_Client.SendEntityMetadata(*this);
}
Esempio n. 4
0
void cFloater::SpawnOn(cClientHandle & a_Client)
{
	a_Client.SendSpawnObject(*this, 90, m_PlayerID, 0, 0);
}
Esempio n. 5
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void cSplashPotionEntity::SpawnOn(cClientHandle & a_Client)
{
	a_Client.SendSpawnObject(*this, 73, m_PotionColor, ANGLE_TO_PROTO(GetYaw()), ANGLE_TO_PROTO(GetPitch()));
	a_Client.SendEntityMetadata(*this);
}
Esempio n. 6
0
void cEnderCrystal::SpawnOn(cClientHandle & a_ClientHandle)
{
	a_ClientHandle.SendSpawnObject(*this, 51, 0, (Byte)GetYaw(), (Byte)GetPitch());
}