cEntity and physics
#9
All entities in MC can move, so I'm actually moving the speed, adding momentum and other such things into cEntity directly (so that it can be used for the physics handling, too).
True that pawns will likely have more parameters - spiders can climb walls, squid can swim, ghasts can fly... These might get represented in the cPawn already.

The problem is, the TakeDamageInfo currently makes use of cPawn, so only a cPawn can cause damage. Dunno if that's alright, or will there be entities that cause damage and are not cPawns? (excluding projectiles, these will probably be handled differently, they will use their source entity (shooter) for TDI).
If I used cEntity in TDI instead, it would become difficult for plugins to test wielded weapons and armor, since those are only in the cPawn class, so they would need to test if the entity is a cPawn and only then test.
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Messages In This Thread
cEntity and physics - by xoft - 12-25-2012, 08:19 AM
RE: cEntity and physics - by Luksor - 12-25-2012, 07:25 PM
RE: cEntity and physics - by xoft - 12-26-2012, 11:49 AM
RE: cEntity and physics - by xoft - 12-27-2012, 06:28 PM
RE: cEntity and physics - by FakeTruth - 12-28-2012, 02:45 AM
RE: cEntity and physics - by xoft - 12-28-2012, 11:39 AM
RE: cEntity and physics - by xoft - 12-28-2012, 12:59 PM
RE: cEntity and physics - by FakeTruth - 12-28-2012, 06:24 PM
RE: cEntity and physics - by xoft - 12-29-2012, 06:20 AM
RE: cEntity and physics - by bearbin - 12-29-2012, 06:54 AM
RE: cEntity and physics - by xoft - 12-29-2012, 01:05 PM
RE: cEntity and physics - by Taugeshtu - 12-29-2012, 09:28 PM
RE: cEntity and physics - by FakeTruth - 12-30-2012, 01:26 AM
RE: cEntity and physics - by xoft - 12-31-2012, 10:41 AM
RE: cEntity and physics - by keyboard - 12-31-2012, 03:58 PM
RE: cEntity and physics - by xoft - 12-31-2012, 05:50 PM



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