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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "Ghast.h"
#include "../World.h"
#include "../Entities/GhastFireballEntity.h"
cGhast::cGhast(void) :
super(mtGhast, "entity.ghast.hurt", "entity.ghast.death", 4, 4)
{
m_EMPersonality = AGGRESSIVE;
GetMonsterConfig("Ghast");
}
void cGhast::GetDrops(cItems & a_Drops, cEntity * a_Killer)
{
unsigned int LootingLevel = 0;
if (a_Killer != nullptr)
{
LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchLooting);
}
AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_GUNPOWDER);
AddRandomDropItem(a_Drops, 0, 1 + LootingLevel, E_ITEM_GHAST_TEAR);
}
// mobTODO
/*bool cGhast::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 GhastBall = cpp14::make_unique<cGhastFireballEntity>(this, GetPosX(), GetPosY() + 1, GetPosZ(), Speed);
auto GhastBallPtr = GhastBall.get();
if (!GhastBallPtr->Initialize(std::move(GhastBall), *m_World))
{
return false;
}
ResetAttackCooldown();
return true;
}
return false;
}*/
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