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* * Undo some of the changes done in the "* Work on survival mode." commit. * TEST_SURVIVAL_MODE is now on by default. * * Dying no longer crashes the game. * * Death seems to work ok. * * Improve some of the damage code. * x * work * Fixed the Makefile (#54) * * Finally fix the crack texture appearing to flicker/restart * * Add VS2010 as an optional target. Fix build with VS2010 (both windows_vs and xenon_vs). * * Disable survival mode. Getting ready to merge now! --------- Co-authored-by: Alexander Argentakis <38327951+MFDGaming@users.noreply.github.com>
87 lines
2.2 KiB
C++
87 lines
2.2 KiB
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 "RakNetTypes.h"
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#include "world/item/Inventory.hpp"
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#include "world/entity/Mob.hpp"
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#include "world/entity/ItemEntity.hpp"
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class Inventory; // in case we're included from Inventory.hpp
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class Player : public Mob
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{
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public:
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Player(Level*);
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virtual ~Player();
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virtual void reset() override;
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virtual void remove() override;
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virtual void tick() override;
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virtual bool isInWall() override;
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virtual float getHeadHeight() override;
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virtual bool isShootable() override;
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virtual bool isPlayer() override;
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virtual bool isCreativeModeAllowed() override;
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virtual bool hurt(Entity*, int) override;
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virtual void awardKillScore(Entity* pKilled, int score) override;
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virtual void resetPos() override;
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virtual void die(Entity* pCulprit) override;
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virtual void aiStep() override;
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virtual bool isImmobile() override;
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virtual void updateAi() override;
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virtual void defineSynchedData() override;
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virtual void animateRespawn();
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int addResource(int);
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void animateRespawn(Player*, Level*);
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void attack(Entity* pEnt);
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bool canDestroy(Tile*);
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void closeContainer();
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void displayClientMessage(const std::string& msg);
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void drop(ItemInstance*);
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void drop(ItemInstance*, bool);
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void drop();
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float getDestroySpeed();
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int getInventorySlot(int x);
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Pos getRespawnPosition();
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int getScore();
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void prepareCustomTextures();
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void reallyDrop(ItemEntity* pEnt);
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void respawn();
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void rideTick();
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void setDefaultHeadHeight();
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void setRespawnPos(Pos*);
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void startCrafting(int, int, int);
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void swing();
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void take(Entity* pEnt, int x);
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void touch(Entity* pEnt);
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void interact(Entity* pEnt);
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public:
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//TODO
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Inventory* m_pInventory;
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uint8_t field_B94;
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int m_score;
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float field_B9C;
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float field_BA0;
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bool field_BA4;
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int field_BA8;
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std::string m_name;
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int field_BC4;
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RakNet::RakNetGUID m_guid;
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//TODO
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Pos m_respawnPos;
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//TODO
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bool m_bHaveRespawnPos;
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//TODO
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};
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