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#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"
void FireballShootingFunction(cBehaviorAttackerRanged & a_Behavior,
cMonster & a_Attacker, cPawn & a_Attacked)
{
UNUSED(a_Behavior);
// Setting this higher gives us more wiggle room for attackrate
Vector3d Speed = a_Attacker.GetLookVector() * 4;
Speed.y = Speed.y + 3;
auto FireCharge = cpp14::make_unique<cFireChargeEntity>(&a_Attacker,
a_Attacked.GetPosX(), a_Attacked.GetPosY() + 1, a_Attacked.GetPosZ(), Speed);
auto FireChargePtr = FireCharge.get();
FireChargePtr->Initialize(std::move(FireCharge), *(a_Attacker.GetWorld()));
}
cBlaze::cBlaze(void) :
super(mtBlaze, "entity.blaze.hurt", "entity.blaze.death", 0.6, 1.8),
m_BehaviorAttackerRanged(FireballShootingFunction, 3, 5)
{
m_EMPersonality = AGGRESSIVE;
m_BehaviorAttackerRanged.AttachToMonster(*this);
m_BehaviorDoNothing.AttachToMonster(*this);
m_BehaviorAggressive.AttachToMonster(*this);
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);
}
}
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