You can get fish from fishing :D. Only one type of fish though.
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4a02898683
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018c65b4e3
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@ -11,7 +11,7 @@
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#include "../Entities/Floater.h"
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#include "../Entities/Floater.h"
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#include "../Entities/Entity.h"
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#include "../Entities/Entity.h"
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#include "../Item.h"
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@ -31,30 +31,45 @@ public:
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{
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{
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if (a_Player->IsFishing())
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if (a_Player->IsFishing())
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{
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{
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class Callbacks : public cEntityCallback
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class cFloaterCallback :
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public cEntityCallback
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{
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{
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public:
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public:
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bool CanPickup;
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cFloaterCallback(void) :
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m_CanPickup(false)
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{
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}
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bool CanPickup(void) const { return m_CanPickup; }
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Vector3d GetPos(void) const { return m_Pos; }
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virtual bool Item(cEntity * a_Entity) override
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virtual bool Item(cEntity * a_Entity) override
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{
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{
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CanPickup = ((cFloater *)a_Entity)->CanPickup();
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m_CanPickup = ((cFloater *)a_Entity)->CanPickup();
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m_Pos = Vector3d(a_Entity->GetPosX(), a_Entity->GetPosY(), a_Entity->GetPosZ());
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a_Entity->Destroy(true);
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a_Entity->Destroy(true);
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return true;
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return true;
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}
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}
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Callbacks(void) : CanPickup(false) {}
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protected:
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} Callback;
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bool m_CanPickup;
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a_World->DoWithEntityByID(a_Player->GetFloaterID(), Callback);
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Vector3d m_Pos;
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} Callbacks;
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a_World->DoWithEntityByID(a_Player->GetFloaterID(), Callbacks);
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a_Player->SetIsFishing(false);
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a_Player->SetIsFishing(false);
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if (Callback.CanPickup)
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if (Callbacks.CanPickup())
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{
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{
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a_Player->SendMessage("TODO: Spawn Items.");
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cItems Drops;
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// TODO: Pickups if fishing went correct.
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Drops.Add(cItem(E_ITEM_RAW_FISH));
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Vector3d FloaterPos(Callbacks.GetPos());
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Vector3d FlyDirection(a_Player->GetPosition() - FloaterPos);
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a_World->SpawnItemPickups(Drops, FloaterPos.x, FloaterPos.y, FloaterPos.z, FlyDirection.x, FlyDirection.y, FlyDirection.z);
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// TODO: More types of pickups.
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}
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}
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}
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}
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else
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else
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{
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{
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cFloater * Floater = new cFloater(a_Player->GetPosX(), a_Player->GetStance(), a_Player->GetPosZ(), a_Player->GetLookVector() * 5, a_Player->GetUniqueID());
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cFloater * Floater = new cFloater(a_Player->GetPosX(), a_Player->GetStance(), a_Player->GetPosZ(), a_Player->GetLookVector() * 7, a_Player->GetUniqueID());
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Floater->Initialize(a_World);
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Floater->Initialize(a_World);
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a_Player->SetIsFishing(true, Floater->GetUniqueID());
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a_Player->SetIsFishing(true, Floater->GetUniqueID());
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}
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}
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