the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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1#include "stdafx.h" 2 3#include "AbstractProjectileDispenseBehavior.h" 4#include "DispenserTile.h" 5#include "Projectile.h" 6#include "Level.h" 7#include "LevelEvent.h" 8#include "ItemInstance.h" 9 10shared_ptr<ItemInstance> AbstractProjectileDispenseBehavior::execute(BlockSource *source, shared_ptr<ItemInstance> dispensed, eOUTCOME &outcome) 11{ 12 Level *world = source->getWorld(); 13 if ( world->countInstanceOf(eTYPE_PROJECTILE, false) >= Level::MAX_DISPENSABLE_PROJECTILES ) 14 { 15 return DefaultDispenseItemBehavior::execute(source, dispensed, outcome); 16 } 17 18 Position *position = DispenserTile::getDispensePosition(source); 19 FacingEnum *facing = DispenserTile::getFacing(source->getData()); 20 21 shared_ptr<Projectile> projectile = getProjectile(world, position); 22 23 delete position; 24 25 projectile->shoot(facing->getStepX(), facing->getStepY() + .1f, facing->getStepZ(), getPower(), getUncertainty()); 26 world->addEntity(dynamic_pointer_cast<Entity>(projectile)); 27 28 dispensed->remove(1); 29 return dispensed; 30} 31 32void AbstractProjectileDispenseBehavior::playSound(BlockSource *source, eOUTCOME outcome) 33{ 34 if (outcome != LEFT_ITEM) 35 { 36 source->getWorld()->levelEvent(LevelEvent::SOUND_LAUNCH, source->getBlockX(), source->getBlockY(), source->getBlockZ(), 0); 37 } 38} 39 40float AbstractProjectileDispenseBehavior::getUncertainty() 41{ 42 return 6.0f; 43} 44 45float AbstractProjectileDispenseBehavior::getPower() 46{ 47 return 1.1f; 48}