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authorLogicParrot <LogicParrot@users.noreply.github.com>2017-08-30 16:13:31 +0200
committerLogicParrot <LogicParrot@users.noreply.github.com>2017-08-30 16:13:31 +0200
commit48dff0f03c5df964a411e310f8905aaa3c84ac27 (patch)
treefe76a724ce321fabd6cb261a41799b741ca0a394 /src/Mobs/Skeleton.cpp
parentremoved agressiveMonster (diff)
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Diffstat (limited to 'src/Mobs/Skeleton.cpp')
-rw-r--r--src/Mobs/Skeleton.cpp88
1 files changed, 44 insertions, 44 deletions
diff --git a/src/Mobs/Skeleton.cpp b/src/Mobs/Skeleton.cpp
index 55616cc28..15be6c790 100644
--- a/src/Mobs/Skeleton.cpp
+++ b/src/Mobs/Skeleton.cpp
@@ -10,10 +10,10 @@
cSkeleton::cSkeleton(bool IsWither) :
- super("Skeleton", mtSkeleton, "entity.skeleton.hurt", "entity.skeleton.death", 0.6, 1.8),
- m_bIsWither(IsWither)
+ super("Skeleton", mtSkeleton, "entity.skeleton.hurt", "entity.skeleton.death", 0.6, 1.8),
+ m_bIsWither(IsWither)
{
-
+ m_EMPersonality = AGGRESSIVE;
}
@@ -22,26 +22,26 @@ cSkeleton::cSkeleton(bool IsWither) :
void cSkeleton::GetDrops(cItems & a_Drops, cEntity * a_Killer)
{
- unsigned int LootingLevel = 0;
- if (a_Killer != nullptr)
- {
- LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchLooting);
- }
- if (IsWither())
- {
- AddRandomUncommonDropItem(a_Drops, 33.0f, E_ITEM_COAL);
- cItems RareDrops;
- RareDrops.Add(cItem(E_ITEM_HEAD, 1, 1));
- AddRandomRareDropItem(a_Drops, RareDrops, LootingLevel);
- }
- else
- {
- AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_ARROW);
-
- }
- AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_BONE);
- AddRandomArmorDropItem(a_Drops, LootingLevel);
- AddRandomWeaponDropItem(a_Drops, LootingLevel);
+ unsigned int LootingLevel = 0;
+ if (a_Killer != nullptr)
+ {
+ LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchLooting);
+ }
+ if (IsWither())
+ {
+ AddRandomUncommonDropItem(a_Drops, 33.0f, E_ITEM_COAL);
+ cItems RareDrops;
+ RareDrops.Add(cItem(E_ITEM_HEAD, 1, 1));
+ AddRandomRareDropItem(a_Drops, RareDrops, LootingLevel);
+ }
+ else
+ {
+ AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_ARROW);
+
+ }
+ AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_BONE);
+ AddRandomArmorDropItem(a_Drops, LootingLevel);
+ AddRandomWeaponDropItem(a_Drops, LootingLevel);
}
@@ -50,25 +50,25 @@ void cSkeleton::GetDrops(cItems & a_Drops, cEntity * a_Killer)
//mobTodo
/*bool cSkeleton::Attack(std::chrono::milliseconds a_Dt)
{
- StopMovingToPosition(); // Todo handle this in a better way, the skeleton does some uneeded recalcs due to inStateChasing
- auto & Random = GetRandomProvider();
- if ((GetTarget() != nullptr) && (m_AttackCoolDownTicksLeft == 0))
- {
- Vector3d Inaccuracy = Vector3d(Random.RandReal<double>(-0.25, 0.25), Random.RandReal<double>(-0.25, 0.25), Random.RandReal<double>(-0.25, 0.25));
- Vector3d Speed = (GetTarget()->GetPosition() + Inaccuracy - GetPosition()) * 5;
- Speed.y += Random.RandInt(-1, 1);
-
- auto Arrow = cpp14::make_unique<cArrowEntity>(this, GetPosX(), GetPosY() + 1, GetPosZ(), Speed);
- auto ArrowPtr = Arrow.get();
- if (!ArrowPtr->Initialize(std::move(Arrow), *m_World))
- {
- return false;
- }
-
- ResetAttackCooldown();
- return true;
- }
- return false;
+ StopMovingToPosition(); // Todo handle this in a better way, the skeleton does some uneeded recalcs due to inStateChasing
+ auto & Random = GetRandomProvider();
+ if ((GetTarget() != nullptr) && (m_AttackCoolDownTicksLeft == 0))
+ {
+ Vector3d Inaccuracy = Vector3d(Random.RandReal<double>(-0.25, 0.25), Random.RandReal<double>(-0.25, 0.25), Random.RandReal<double>(-0.25, 0.25));
+ Vector3d Speed = (GetTarget()->GetPosition() + Inaccuracy - GetPosition()) * 5;
+ Speed.y += Random.RandInt(-1, 1);
+
+ auto Arrow = cpp14::make_unique<cArrowEntity>(this, GetPosX(), GetPosY() + 1, GetPosZ(), Speed);
+ auto ArrowPtr = Arrow.get();
+ if (!ArrowPtr->Initialize(std::move(Arrow), *m_World))
+ {
+ return false;
+ }
+
+ ResetAttackCooldown();
+ return true;
+ }
+ return false;
}*/
@@ -77,8 +77,8 @@ void cSkeleton::GetDrops(cItems & a_Drops, cEntity * a_Killer)
void cSkeleton::SpawnOn(cClientHandle & a_ClientHandle)
{
- super::SpawnOn(a_ClientHandle);
- a_ClientHandle.SendEntityEquipment(*this, 0, cItem(E_ITEM_BOW));
+ super::SpawnOn(a_ClientHandle);
+ a_ClientHandle.SendEntityEquipment(*this, 0, cItem(E_ITEM_BOW));
}