feat: TU19 (Dec 2014) Features & Content (#155)
* try to resolve merge conflict
* feat: TU19 (Dec 2014) Features & Content (#32)
* December 2014 files
* Working release build
* Fix compilation issues
* Add sound to Windows64Media
* Add DLC content and force Tutorial DLC
* Revert "Add DLC content and force Tutorial DLC"
This reverts commit 97a4399472.
* Disable broken light packing
* Disable breakpoint during DLC texture map load
Allows DLC loading but the DLC textures are still broken
* Fix post build not working
* ...
* fix vs2022 build
* fix cmake build
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Co-authored-by: Loki <lokirautio@gmail.com>
This commit is contained in:
48
Minecraft.World/AbstractProjectileDispenseBehavior.cpp
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48
Minecraft.World/AbstractProjectileDispenseBehavior.cpp
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#include "stdafx.h"
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#include "AbstractProjectileDispenseBehavior.h"
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#include "DispenserTile.h"
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#include "Projectile.h"
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#include "Level.h"
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#include "LevelEvent.h"
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#include "ItemInstance.h"
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shared_ptr<ItemInstance> AbstractProjectileDispenseBehavior::execute(BlockSource *source, shared_ptr<ItemInstance> dispensed, eOUTCOME &outcome)
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{
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Level *world = source->getWorld();
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if ( world->countInstanceOf(eTYPE_PROJECTILE, false) >= Level::MAX_DISPENSABLE_PROJECTILES )
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{
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return DefaultDispenseItemBehavior::execute(source, dispensed, outcome);
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}
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Position *position = DispenserTile::getDispensePosition(source);
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FacingEnum *facing = DispenserTile::getFacing(source->getData());
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shared_ptr<Projectile> projectile = getProjectile(world, position);
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delete position;
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projectile->shoot(facing->getStepX(), facing->getStepY() + .1f, facing->getStepZ(), getPower(), getUncertainty());
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world->addEntity(dynamic_pointer_cast<Entity>(projectile));
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dispensed->remove(1);
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return dispensed;
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}
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void AbstractProjectileDispenseBehavior::playSound(BlockSource *source, eOUTCOME outcome)
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{
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if (outcome != LEFT_ITEM)
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{
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source->getWorld()->levelEvent(LevelEvent::SOUND_LAUNCH, source->getBlockX(), source->getBlockY(), source->getBlockZ(), 0);
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}
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}
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float AbstractProjectileDispenseBehavior::getUncertainty()
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{
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return 6.0f;
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}
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float AbstractProjectileDispenseBehavior::getPower()
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{
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return 1.1f;
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}
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