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* WIP C++03 + Xbox 360 Support * math.h & _USE_MATH_DEFINES on Level.hpp Updated Xenon vcxproj file for new file structure. * * Fix bad GUI scale setup. * * Gui: Use ratios instead of hardcoded sub-1 floating point values, to make the mechanism more clear. * Add Direct Connect Button and Screen (#30) * Add Direct Connect Button and Screen * Remove accidental extra build directories for wasm * Add DirectConnectScreen.cpp to the CMake * Use Hungarian coding style notation * * Fix errors caused by #30 * * Improve the Chat Screen * * Improve the DirectConnectScreen, among other things. * * Update the game title once again. * * Add build-wasm.bat. * * Add info about compiling for wasm * * Fix send to specific GUID actually broadcasting to everyone * * Add command manager. * * Add writeable configuration. * * Allow dynamic screen size change on windows * * Allow the same thing on the emscripten version. * WIP C++03 + Xbox 360 Support * Fixed a possible merging issue that broke RakNet? * Additional Xbox 360 compatability fixes --------- Co-authored-by: Brent Da Mage <BrentDaMage@users.noreply.github.com> Co-authored-by: iProgramInCpp <iprogramincpp@gmail.com> Co-authored-by: ts <124226059+uniformization@users.noreply.github.com>
43 lines
861 B
C++
43 lines
861 B
C++
/********************************************************************
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Minecraft: Pocket Edition - Decompilation Project
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Copyright (C) 2023 iProgramInCpp
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The following code is licensed under the BSD 1 clause license.
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SPDX-License-Identifier: BSD-1-Clause
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********************************************************************/
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#pragma once
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#include <set>
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#include "Level.hpp"
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#include "world/entity/Entity.hpp"
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class Explosion
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{
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public:
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Explosion(Level*, Entity*, float x, float y, float z, float power);
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void addParticles();
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void explode();
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// @NOTE: This is inlined
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inline void setFiery(bool b)
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{
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m_bIsFiery = b;
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}
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public:
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Vec3 m_pos;
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float m_power;
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//field_10, field_14, field_18, field_1C - Likely a set<TilePos>
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std::set<TilePos> m_tiles;
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int field_20;
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bool m_bIsFiery;
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Entity* m_pEntity;
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Random m_random;
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Level* m_pLevel;
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};
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