Files
mcpe/source/world/entity/ItemEntity.hpp
Brent a0f71c7b27 C++03 Support & Partial Xbox 360 Support (#37)
* 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>
2023-08-07 15:48:52 +03:00

47 lines
1.3 KiB
C++

/********************************************************************
Minecraft: Pocket Edition - Decompilation Project
Copyright (C) 2023 iProgramInCpp
The following code is licensed under the BSD 1 clause license.
SPDX-License-Identifier: BSD-1-Clause
********************************************************************/
#pragma once
#include "Entity.hpp"
class ItemEntity : public Entity
{
private:
void _init(ItemInstance* itemInstance = nullptr);
void _init(ItemInstance* itemInstance, float x, float y, float z);
public:
ItemEntity(Level* level) : Entity(level) { _init(); }
ItemEntity(Level* level, float x, float y, float z, ItemInstance* itemInstance) : Entity(level) { _init(itemInstance, x, y, z); }
void burn(int damage) override;
bool hurt(Entity* pCulprit, int damage) override;
bool isInWater() override;
void playerTouch(Player*) override;
void tick() override;
void checkInTile(float x, float y, float z);
public:
// @NOTE: The original code keeps a pointer to something which is not duplicated with a new(), nor does it delete() the instance.
// So either it's leaked, or the code will use invalid memory.
#ifdef ORIGINAL_CODE
ItemInstance* m_pItemInstance;
#else
ItemInstance m__itemInstance;
ItemInstance* m_pItemInstance;
#endif
int field_E0;
int field_E4;
float field_E8;
int field_EC;
int m_health;
};