コード例 #1
0
ファイル: Entity.cpp プロジェクト: straemer/MCServer
void cEntity::Tick(float a_Dt, cChunk & a_Chunk)
{
	if (m_AttachedTo != NULL)
	{
		if ((m_Pos - m_AttachedTo->GetPosition()).Length() > 0.5)
		{
			SetPosition(m_AttachedTo->GetPosition());
		}
	}
	else
	{
		if (a_Chunk.IsValid())
		{
			HandlePhysics(a_Dt, a_Chunk);
		}
	}
	if (a_Chunk.IsValid())
	{
		TickBurning(a_Chunk);
	}
	if ((a_Chunk.IsValid())  && (GetPosY() < -46))
	{
		TickInVoid(a_Chunk);
	}
	else { m_TicksSinceLastVoidDamage = 0; }
}
コード例 #2
0
ファイル: Entity.cpp プロジェクト: Kortak/MCServer
void cEntity::Tick(float a_Dt, cChunk & a_Chunk)
{
	if (m_InvulnerableTicks > 0)
	{
		m_InvulnerableTicks--;
	}

	if (m_AttachedTo != NULL)
	{
		Vector3d DeltaPos = m_Pos - m_AttachedTo->GetPosition();
		if (DeltaPos.Length() > 0.5)
		{
			SetPosition(m_AttachedTo->GetPosition());

			if (IsPlayer())
			{
				cPlayer * Player = (cPlayer *)this;
				Player->UpdateMovementStats(DeltaPos);
			}
		}
	}
	else
	{
		if (!a_Chunk.IsValid())
		{
			return;
		}

		// Position changed -> super::Tick() called
		GET_AND_VERIFY_CURRENT_CHUNK(NextChunk, POSX_TOINT, POSZ_TOINT)

		TickBurning(*NextChunk);

		if (GetPosY() < VOID_BOUNDARY)
		{
			TickInVoid(*NextChunk);
		}
		else
		{
			m_TicksSinceLastVoidDamage = 0;
		}

		if (IsMob() || IsPlayer() || IsPickup() || IsExpOrb())
		{
			DetectCacti();
		}
		if (IsMob() || IsPlayer())
		{
			// Set swimming state
			SetSwimState(*NextChunk);

			// Handle drowning
			HandleAir();
		}

		// None of the above functions change position, we remain in the chunk of NextChunk
		HandlePhysics(a_Dt, *NextChunk);
	}
}