#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "Blaze.h" #include "../World.h" #include "../Entities/FireChargeEntity.h" cBlaze::cBlaze(void) : super(mtBlaze, "entity.blaze.hurt", "entity.blaze.death", 0.6, 1.8) { m_EMPersonality = AGGRESSIVE; SetGravity(-8.0f); SetAirDrag(0.05f); GetMonsterConfig("Blaze"); } void cBlaze::GetDrops(cItems & a_Drops, cEntity * a_Killer) { if ((a_Killer != nullptr) && (a_Killer->IsPlayer() || a_Killer->IsA("cWolf"))) { unsigned int LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchLooting); AddRandomDropItem(a_Drops, 0, 1 + LootingLevel, E_ITEM_BLAZE_ROD); } } // mobTODO /* bool cBlaze::Attack(std::chrono::milliseconds a_Dt) { if ((GetTarget() != nullptr) && (m_AttackCoolDownTicksLeft == 0)) { // Setting this higher gives us more wiggle room for attackrate Vector3d Speed = GetLookVector() * 20; Speed.y = Speed.y + 1; auto FireCharge = cpp14::make_unique(this, GetPosX(), GetPosY() + 1, GetPosZ(), Speed); auto FireChargePtr = FireCharge.get(); if (!FireChargePtr->Initialize(std::move(FireCharge), *m_World)) { return false; } ResetAttackCooldown(); // ToDo: Shoot 3 fireballs instead of 1. return true; } return false; }*/