You are now able to sweep mobs to your position using fishing rods.
parent
9e5e415674
commit
17a84111ce
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@ -1,6 +1,8 @@
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#include "Globals.h"
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#include "../BoundingBox.h"
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#include "../Chunk.h"
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#include "Floater.h"
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#include "Player.h"
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#include "../ClientHandle.h"
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@ -9,12 +11,103 @@
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cFloaterEntityCollisionCallback
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class cFloaterEntityCollisionCallback :
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public cEntityCallback
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{
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public:
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cFloaterEntityCollisionCallback(cFloater * a_Floater, const Vector3d & a_Pos, const Vector3d & a_NextPos) :
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m_Floater(a_Floater),
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m_Pos(a_Pos),
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m_NextPos(a_NextPos),
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m_MinCoeff(1),
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m_HitEntity(NULL)
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{
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}
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virtual bool Item(cEntity * a_Entity) override
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{
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if (!a_Entity->IsMob()) // Floaters can only pull mobs not other entities.
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{
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return false;
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}
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cBoundingBox EntBox(a_Entity->GetPosition(), a_Entity->GetWidth() / 2, a_Entity->GetHeight());
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double LineCoeff;
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char Face;
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EntBox.Expand(m_Floater->GetWidth() / 2, m_Floater->GetHeight() / 2, m_Floater->GetWidth() / 2);
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if (!EntBox.CalcLineIntersection(m_Pos, m_NextPos, LineCoeff, Face))
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{
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// No intersection whatsoever
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return false;
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}
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if (LineCoeff < m_MinCoeff)
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{
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// The entity is closer than anything we've stored so far, replace it as the potential victim
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m_MinCoeff = LineCoeff;
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m_HitEntity = a_Entity;
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}
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// Don't break the enumeration, we want all the entities
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return false;
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}
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/// Returns the nearest entity that was hit, after the enumeration has been completed
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cEntity * GetHitEntity(void) const { return m_HitEntity; }
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/// Returns true if the callback has encountered a true hit
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bool HasHit(void) const { return (m_MinCoeff < 1); }
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protected:
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cFloater * m_Floater;
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const Vector3d & m_Pos;
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const Vector3d & m_NextPos;
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double m_MinCoeff; // The coefficient of the nearest hit on the Pos line
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// Although it's bad(tm) to store entity ptrs from a callback, we can afford it here, because the entire callback
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// is processed inside the tick thread, so the entities won't be removed in between the calls and the final processing
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cEntity * m_HitEntity; // The nearest hit entity
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} ;
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cFloaterCheckEntityExist
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class cFloaterCheckEntityExist :
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public cEntityCallback
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{
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public:
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cFloaterCheckEntityExist(void) :
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m_EntityExists(false)
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{
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}
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bool Item(cEntity * a_Entity) override
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{
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m_EntityExists = true;
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return false;
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}
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bool DoesExist(void) const { return m_EntityExists; }
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protected:
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bool m_EntityExists;
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} ;
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cFloater::cFloater(double a_X, double a_Y, double a_Z, Vector3d a_Speed, int a_PlayerID, int a_CountDownTime) :
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cEntity(etFloater, a_X, a_Y, a_Z, 0.98, 0.98),
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cEntity(etFloater, a_X, a_Y, a_Z, 0.2, 0.2),
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m_PickupCountDown(0),
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m_PlayerID(a_PlayerID),
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m_CanPickupItem(false),
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m_CountDownTime(a_CountDownTime)
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m_CountDownTime(a_CountDownTime),
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m_AttachedMobID(-1)
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{
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SetSpeed(a_Speed);
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}
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@ -37,7 +130,7 @@ void cFloater::Tick(float a_Dt, cChunk & a_Chunk)
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HandlePhysics(a_Dt, a_Chunk);
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if (IsBlockWater(m_World->GetBlock((int) GetPosX(), (int) GetPosY(), (int) GetPosZ())) && m_World->GetBlockMeta((int) GetPosX(), (int) GetPosY(), (int) GetPosZ()) == 0)
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{
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if (!m_CanPickupItem)
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if (!m_CanPickupItem && m_AttachedMobID == -1) // Check if you can't already pickup a fish and if the floater isn't attached to a mob.
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{
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if (m_CountDownTime <= 0)
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{
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@ -78,9 +171,8 @@ void cFloater::Tick(float a_Dt, cChunk & a_Chunk)
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}
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SetSpeedY(0.7);
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}
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SetSpeedX(GetSpeedX() * 0.95);
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SetSpeedZ(GetSpeedZ() * 0.95);
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if (CanPickup())
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if (CanPickup()) // Make sure the floater "loses its fish"
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{
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m_PickupCountDown--;
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if (m_PickupCountDown == 0)
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@ -89,9 +181,38 @@ void cFloater::Tick(float a_Dt, cChunk & a_Chunk)
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LOGD("The fish is gone. Floater %i can not pick an item up.", GetUniqueID());
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}
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}
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BroadcastMovementUpdate();
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if (GetSpeed().Length() > 4 && m_AttachedMobID == -1)
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{
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cFloaterEntityCollisionCallback Callback(this, GetPosition(), GetPosition() + GetSpeed() / 20);
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a_Chunk.ForEachEntity(Callback);
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if (Callback.HasHit())
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{
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AttachTo(Callback.GetHitEntity());
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Callback.GetHitEntity()->TakeDamage(*this); // TODO: the player attacked the mob not the floater.
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m_AttachedMobID = Callback.GetHitEntity()->GetUniqueID();
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}
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}
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cFloaterCheckEntityExist EntityCallback;
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m_World->DoWithEntityByID(m_PlayerID, EntityCallback);
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if (!EntityCallback.DoesExist()) // The owner doesn't exist anymore. Destroy the floater entity.
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{
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Destroy(true);
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}
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if (m_AttachedMobID != -1)
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{
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m_World->DoWithEntityByID(m_AttachedMobID, EntityCallback); // The mob the floater was attached to doesn't exist anymore.
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if (!EntityCallback.DoesExist())
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{
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m_AttachedMobID = -1;
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}
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}
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SetSpeedX(GetSpeedX() * 0.95);
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SetSpeedZ(GetSpeedZ() * 0.95);
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BroadcastMovementUpdate();
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}
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@ -20,12 +20,21 @@ public:
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virtual void Tick(float a_Dt, cChunk & a_Chunk) override;
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bool CanPickup(void) const { return m_CanPickupItem; }
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int GetOwnerID(void) const { return m_PlayerID; }
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int GetAttachedMobID(void) const { return m_AttachedMobID; }
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protected:
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Vector3d m_Speed;
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// Position
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Vector3d m_ParticlePos;
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int m_PickupCountDown;
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int m_PlayerID;
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int m_CountDownTime;
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// Bool needed to check if you can get a fish.
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bool m_CanPickupItem;
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// Countdown times
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int m_PickupCountDown;
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int m_CountDownTime;
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// Entity IDs
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int m_PlayerID;
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int m_AttachedMobID;
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} ;
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@ -15,6 +15,61 @@
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/////////////////////////////////////////////////////////////////////////////////////
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// cFloaterCallback
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class cFloaterCallback :
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public cEntityCallback
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{
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public:
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cFloaterCallback(void) :
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m_CanPickup(false),
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m_AttachedMobID(-1)
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{
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}
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virtual bool Item(cEntity * a_Entity) override
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{
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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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m_AttachedMobID = ((cFloater *)a_Entity)->GetAttachedMobID();
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a_Entity->Destroy(true);
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return true;
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}
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bool CanPickup(void) const { return m_CanPickup; }
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bool IsAttached(void) const { return (m_AttachedMobID != -1); }
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int GetAttachedMobID(void) const { return m_AttachedMobID; }
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Vector3d GetPos(void) const { return m_Pos; }
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protected:
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bool m_CanPickup;
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int m_AttachedMobID;
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Vector3d m_Pos;
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} ;
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////////////////////////////////////////////////////////////////////////////
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// cSweepEntityCallback
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class cSweepEntityCallback :
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public cEntityCallback
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{
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public:
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cSweepEntityCallback(Vector3d a_PlayerPos) :
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m_PlayerPos(a_PlayerPos)
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{
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}
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virtual bool Item(cEntity * a_Entity) override
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{
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Vector3d Speed = m_PlayerPos - a_Entity->GetPosition();
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a_Entity->AddSpeed(Speed);
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return true;
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}
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protected:
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Vector3d m_PlayerPos;
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} ;
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class cItemFishingRodHandler :
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public cItemHandler
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if (a_Player->IsFishing())
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{
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class cFloaterCallback :
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public cEntityCallback
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{
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public:
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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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{
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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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return true;
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}
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protected:
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bool m_CanPickup;
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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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cFloaterCallback FloaterInfo;
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a_World->DoWithEntityByID(a_Player->GetFloaterID(), FloaterInfo);
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a_Player->SetIsFishing(false);
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if (Callbacks.CanPickup())
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if (FloaterInfo.IsAttached())
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{
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cSweepEntityCallback SweepEntity(a_Player->GetPosition());
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a_World->DoWithEntityByID(FloaterInfo.GetAttachedMobID(), SweepEntity);
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}
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else if (FloaterInfo.CanPickup())
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{
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cItems Drops;
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int ItemCategory = a_World->GetTickRandomNumber(99);
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}
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Vector3d FloaterPos = Callbacks.GetPos();
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Vector3d FloaterPos = FloaterInfo.GetPos();
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Vector3d FlyDirection = a_Player->GetEyePosition() - FloaterPos;
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a_World->SpawnItemPickups(Drops, FloaterPos.x, FloaterPos.y, FloaterPos.z, FlyDirection.x, FlyDirection.y + 1, FlyDirection.z);
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}
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