#include "ItemEntity.h" ItemEntity::ItemEntity( Framework::Vec3 location, int dimensionId, int entityId ) : Entity( ItemEntityType::INSTANCE, location, dimensionId, entityId ) { ItemSlot* slot = new ItemSlot( __INT32_MAX__, 0, 0, 0, ANY_DIRECTION, 0 ); addSlot( slot ); faceOffset = { 0.f, 0.f, 0.f }; maxHP = 10; currentHP = 10; stamina = 10; maxStamina = 10; hunger = 10; maxHunger = 10; thirst = 10; maxThirst = 10; targetDistanceLimit = 4; } void ItemEntity::tick( const Dimension* zDimension ) { // TODO: add speed to next entity with free inventory } void ItemEntity::api( Framework::StreamReader* zRequest, NetworkResponse* zResponse ) { } void ItemEntity::onFall( float collisionSpeed ) { if( collisionSpeed >= 50.f ) this->currentHP = 0; } ItemEntityType::ItemEntityType() : EntityType( ID ) {} Entity* ItemEntityType::createEntity( Framework::Vec3 position, int dimensionId, int entityId ) const { return new ItemEntity( position, dimensionId, entityId ); }