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author | Tiger Wang <ziwei.tiger@hotmail.co.uk> | 2015-05-02 17:50:08 +0200 |
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committer | Tiger Wang <ziwei.tiger@hotmail.co.uk> | 2015-05-02 17:50:08 +0200 |
commit | 114962943bf1697aaeab361f5aefb98d7f910ed2 (patch) | |
tree | 489c43e3e464b5dc88c99ba68be58759a1bf3cd2 /src/Mobs/Skeleton.cpp | |
parent | Merge pull request #1919 from mathias-github/patch-1 (diff) | |
parent | AI - Better daylight handling (diff) | |
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Diffstat (limited to 'src/Mobs/Skeleton.cpp')
-rw-r--r-- | src/Mobs/Skeleton.cpp | 20 |
1 files changed, 0 insertions, 20 deletions
diff --git a/src/Mobs/Skeleton.cpp b/src/Mobs/Skeleton.cpp index ef049f8d4..f99404669 100644 --- a/src/Mobs/Skeleton.cpp +++ b/src/Mobs/Skeleton.cpp @@ -48,26 +48,6 @@ void cSkeleton::GetDrops(cItems & a_Drops, cEntity * a_Killer) -void cSkeleton::MoveToPosition(const Vector3d & a_Position) -{ - // Todo use WouldBurnAt(), not sure how to obtain a chunk though... - super::MoveToPosition(a_Position); // Look at the player and update m_Destination to hit them if they're close - - // If the destination is sufficiently skylight challenged AND the skeleton isn't on fire AND we weren't attacked recently then block the movement - if ( - !IsOnFire() && - (m_World->GetBlockSkyLight((int)floor(a_Position.x), (int)floor(a_Position.y), (int)floor(a_Position.z)) - m_World->GetSkyDarkness() > 8) && - m_TicksSinceLastDamaged == 100 - ) - { - StopMovingToPosition(); - } -} - - - - - void cSkeleton::Attack(std::chrono::milliseconds a_Dt) { m_AttackInterval += (static_cast<float>(a_Dt.count()) / 1000) * m_AttackRate; |