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#pragma once
#include "Entity.h"
// tolua_begin
class cTNTEntity :
public cEntity
{
typedef cEntity super;
public:
// tolua_end
CLASS_PROTODEF(cTNTEntity)
cTNTEntity(double a_X, double a_Y, double a_Z, int a_FuseTicks = 80);
cTNTEntity(const Vector3d & a_Pos, int a_FuseTicks = 80);
// cEntity /*override*/s:
virtual void SpawnOn(cClientHandle & a_ClientHandle) /*override*/;
virtual void Tick(float a_Dt, cChunk & a_Chunk) /*override*/;
// tolua_begin
/** Explode the tnt */
void Explode(void);
/** Returns the fuse ticks until the tnt will explode */
int GetFuseTicks(void) const { return m_FuseTicks; }
/** Set the fuse ticks until the tnt will explode */
void SetFuseTicks(int a_FuseTicks) { m_FuseTicks = a_FuseTicks; }
// tolua_end
protected:
int m_FuseTicks; ///< How much ticks is left, while the tnt will explode
}; // tolua_export
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