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); }
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; }
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); }
void cFloater::SpawnOn(cClientHandle & a_Client) { a_Client.SendSpawnObject(*this, 90, m_PlayerID, 0, 0); }
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); }
void cEnderCrystal::SpawnOn(cClientHandle & a_ClientHandle) { a_ClientHandle.SendSpawnObject(*this, 51, 0, (Byte)GetYaw(), (Byte)GetPitch()); }