diff options
Diffstat (limited to 'src/Mobs/Skeleton.cpp')
-rw-r--r-- | src/Mobs/Skeleton.cpp | 94 |
1 files changed, 47 insertions, 47 deletions
diff --git a/src/Mobs/Skeleton.cpp b/src/Mobs/Skeleton.cpp index e48991a06..22ea3e1bc 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) { - SetBurnsInDaylight(true); + SetBurnsInDaylight(true); } @@ -22,54 +22,54 @@ 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); } - -bool cSkeleton::Attack(std::chrono::milliseconds a_Dt) +//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 @@ bool cSkeleton::Attack(std::chrono::milliseconds a_Dt) 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)); } |