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// MobHeadEntity.cpp
// Implements the cMobHeadEntity class representing a single skull / head in the world
#include "Globals.h"
#include "MobHeadEntity.h"
#include "../Entities/Player.h"
cMobHeadEntity::cMobHeadEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World) :
super(E_BLOCK_HEAD, a_BlockX, a_BlockY, a_BlockZ, a_World),
m_Type(SKULL_TYPE_SKELETON),
m_Rotation(SKULL_ROTATION_NORTH),
m_Owner("")
{
}
bool cMobHeadEntity::UsedBy(cPlayer * a_Player)
{
UNUSED(a_Player);
return true;
}
void cMobHeadEntity::SetType(const eMobHeadType & a_Type)
{
if ((!m_Owner.empty()) && (a_Type != SKULL_TYPE_PLAYER))
{
m_Owner = "";
}
m_Type = a_Type;
}
void cMobHeadEntity::SetRotation(eMobHeadRotation a_Rotation)
{
m_Rotation = a_Rotation;
}
void cMobHeadEntity::SetOwner(const AString & a_Owner)
{
if ((a_Owner.length() > 16) || (m_Type != SKULL_TYPE_PLAYER))
{
return;
}
m_Owner = a_Owner;
}
void cMobHeadEntity::SendTo(cClientHandle & a_Client)
{
cWorld * World = a_Client.GetPlayer()->GetWorld();
a_Client.SendBlockChange(m_PosX, m_PosY, m_PosZ, m_BlockType, World->GetBlockMeta(m_PosX, m_PosY, m_PosZ));
a_Client.SendUpdateBlockEntity(*this);
}
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