Remove AUTO_VAR macro and _toString function (#592)
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@@ -72,7 +72,7 @@ void ItemEntity::defineSynchedData()
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void ItemEntity::tick()
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{
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Entity::tick();
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if (throwTime > 0) throwTime--;
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xo = x;
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yo = y;
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@@ -80,7 +80,7 @@ void ItemEntity::tick()
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yd -= 0.04f;
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noPhysics = checkInTile(x, (bb->y0 + bb->y1) / 2, z);
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// 4J - added parameter here so that these don't care about colliding with other entities
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move(xd, yd, zd, true);
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@@ -133,11 +133,11 @@ void ItemEntity::tick()
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}
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void ItemEntity::mergeWithNeighbours()
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{
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{
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vector<shared_ptr<Entity> > *neighbours = level->getEntitiesOfClass(typeid(*this), bb->grow(0.5, 0, 0.5));
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for(AUTO_VAR(it, neighbours->begin()); it != neighbours->end(); ++it)
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for(auto& neighbour : *neighbours)
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{
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shared_ptr<ItemEntity> entity = dynamic_pointer_cast<ItemEntity>(*it);
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shared_ptr<ItemEntity> entity = dynamic_pointer_cast<ItemEntity>(neighbour);
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merge(entity);
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}
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delete neighbours;
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@@ -189,7 +189,7 @@ bool ItemEntity::hurt(DamageSource *source, float damage)
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// 4J - added next line: found whilst debugging an issue with item entities getting into a bad state when being created by a cactus, since entities insides cactuses get hurt
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// and therefore depending on the timing of things they could get removed from the client when they weren't supposed to be. Are there really any cases were we would want
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// an itemEntity to be locally hurt?
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if (level->isClientSide ) return false;
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if (level->isClientSide ) return false;
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if (isInvulnerable()) return false;
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if (getItem() != NULL && getItem()->id == Item::netherStar_Id && source->isExplosion()) return false;
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@@ -253,7 +253,7 @@ void ItemEntity::playerTouch(shared_ptr<Player> player)
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}
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#endif
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}
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if (item->id == Item::blazeRod_Id)
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if (item->id == Item::blazeRod_Id)
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player->awardStat(GenericStats::blazeRod(), GenericStats::param_blazeRod());
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playSound(eSoundType_RANDOM_POP, 0.2f, ((random->nextFloat() - random->nextFloat()) * 0.7f + 1.0f) * 2.0f);
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