Implented IsFishing, SetIsFishing and GetFloaterID().
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86bfed735e
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3d70d7198d
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@ -65,6 +65,8 @@ cPlayer::cPlayer(cClientHandle* a_Client, const AString & a_PlayerName)
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, m_IsSubmerged(false)
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, m_IsSubmerged(false)
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, m_IsFlying(false)
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, m_IsFlying(false)
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, m_CanFly(false)
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, m_CanFly(false)
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, m_IsFishing(false)
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, m_FloaterID(-1)
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, m_EatingFinishTick(-1)
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, m_EatingFinishTick(-1)
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, m_IsChargingBow(false)
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, m_IsChargingBow(false)
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, m_BowCharge(0)
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, m_BowCharge(0)
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@ -253,6 +253,14 @@ public:
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/// Returns true if the player is currently flying.
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/// Returns true if the player is currently flying.
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bool IsFlying(void) const { return m_IsFlying; }
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bool IsFlying(void) const { return m_IsFlying; }
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/// returns true if the player has thrown out a floater.
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bool IsFishing(void) const { return m_IsFishing; }
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void SetIsFishing(bool a_IsFishing, int a_FloaterID = -1) { m_IsFishing = a_IsFishing; m_FloaterID = a_FloaterID; }
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int GetFloaterID(void) const { return m_FloaterID; }
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// tolua_end
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// tolua_end
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/// Starts eating the currently equipped item. Resets the eating timer and sends the proper animation packet
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/// Starts eating the currently equipped item. Resets the eating timer and sends the proper animation packet
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@ -429,6 +437,7 @@ protected:
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bool m_IsFlying;
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bool m_IsFlying;
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bool m_IsSwimming;
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bool m_IsSwimming;
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bool m_IsSubmerged;
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bool m_IsSubmerged;
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bool m_IsFishing;
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bool m_CanFly; // If this is true the player can fly. Even if he is not in creative.
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bool m_CanFly; // If this is true the player can fly. Even if he is not in creative.
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@ -445,6 +454,7 @@ protected:
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bool m_IsChargingBow;
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bool m_IsChargingBow;
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int m_BowCharge;
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int m_BowCharge;
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int m_FloaterID;
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virtual void Destroyed(void);
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virtual void Destroyed(void);
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