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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>
95 lines
1.7 KiB
C++
95 lines
1.7 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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#include "FallingTile.hpp"
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#include "world/level/Level.hpp"
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FallingTile::FallingTile(Level* level) : Entity(level),
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field_E0(0)
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{
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}
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FallingTile::FallingTile(Level* level, float x, float y, float z, int id) : Entity(level),
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field_E0(0)
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{
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m_id = id;
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field_34 = 1;
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setSize(0.98f, 0.98f);
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field_84 = field_8C * 0.5f;
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setPos(x, y, z);
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field_3C.x = x;
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field_3C.y = y;
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field_3C.z = z;
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m_vel.x = 0.0f;
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m_vel.y = 0.0f;
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m_vel.z = 0.0f;
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#if defined(ENH_ALLOW_SAND_GRAVITY)
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field_C8 = RENDER_FALLING_TILE;
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#endif
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}
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float FallingTile::getShadowHeightOffs()
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{
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return 0.0f;
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}
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bool FallingTile::isPickable()
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{
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return !m_bRemoved;
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}
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void FallingTile::tick()
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{
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if (!m_id)
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remove();
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field_3C = m_pos;
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field_E0++;
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m_vel.y -= 0.04f;
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move(m_vel.x, m_vel.y, m_vel.z);
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m_vel *= 0.98f;
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int tileX = Mth::floor(m_pos.x);
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int tileY = Mth::floor(m_pos.y);
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int tileZ = Mth::floor(m_pos.z);
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// if we're inside one of our own tiles, clear it.
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// Assumes we started there
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if (m_pLevel->getTile(tileX, tileY, tileZ) == m_id)
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m_pLevel->setTile(tileX, tileY, tileZ, TILE_AIR);
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if (!field_7C)
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{
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if (field_E0 > 100 && !m_pLevel->field_11)
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remove();
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return;
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}
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m_vel.x *= 0.7f;
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m_vel.z *= 0.7f;
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m_vel.y *= -0.5f;
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remove();
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if (m_pLevel->mayPlace(m_id, tileX, tileY, tileZ, true))
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{
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m_pLevel->setTile(tileX, tileY, tileZ, m_id);
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}
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else
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{
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// @TODO: spawn resources?
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}
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}
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Level* FallingTile::getLevel()
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{
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return m_pLevel;
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}
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