#include "Entity.h" //{ Setters void Entity::setPosition( core::vector3df newPos ) { position = newPos; } void Entity::setRotation( core::vector3df newRot ) { rotation = newRot; } void Entity::setType( char newType ) { type = newType; } void Entity::setSubtype( char newSubtype ) { subtype = newSubtype; } void Entity::setValue( int newVal ) { value = newVal; } void Entity::setEntityMesh( scene::IMeshSceneNode* newMesh ) { entityMesh = newMesh; } void Entity::setEntityTimer(unsigned int newTimer) { respawnTime = newTimer; } //} //{ Getters core::vector3df Entity::getPosition() { return position; } core::vector3df Entity::getRotation() { return rotation; } char Entity::getType() { return type; } char Entity::getSubtype() { return subtype; } int Entity::getValue() { return value; } scene::IMeshSceneNode* Entity::getEntityMesh() { return entityMesh; } unsigned int Entity::getEntityTimer() { return respawnTime; } //}