This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.
This reverts commit a9be52c41a.
43 lines
863 B
C++
43 lines
863 B
C++
#pragma once
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#include "TilePos.h"
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#include "Player.h"
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class Random;
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class Level;
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class Explosion
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{
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public:
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bool fire;
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bool destroyBlocks;
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private:
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int size;
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Random *random;
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Level *level;
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public:
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double x, y, z;
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shared_ptr<Entity> source;
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float r;
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unordered_set<TilePos, TilePosKeyHash, TilePosKeyEq> toBlow;
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private:
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typedef unordered_map<shared_ptr<Player>, Vec3 * , PlayerKeyHash, PlayerKeyEq> playerVec3Map;
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playerVec3Map hitPlayers;
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public:
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Explosion(Level *level, shared_ptr<Entity> source, double x, double y, double z, float r);
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~Explosion();
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public:
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void explode();
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public:
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void finalizeExplosion(bool generateParticles, vector<TilePos> *toBlowDirect = NULL); // 4J - added toBlow parameter
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playerVec3Map *getHitPlayers();
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Vec3 *getHitPlayerKnockback( shared_ptr<Player> player );
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shared_ptr<LivingEntity> getSourceMob();
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}; |