2012-06-14 13:06:06 +00:00
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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2012-09-23 20:53:08 +00:00
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#include "Ghast.h"
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2013-11-04 21:46:56 +01:00
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#include "../World.h"
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2014-04-27 17:03:06 -07:00
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#include "../Entities/GhastFireballEntity.h"
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2012-06-14 13:06:06 +00:00
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2012-12-22 09:39:13 +00:00
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cGhast::cGhast(void) :
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2020-03-22 17:50:34 +02:00
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super("Ghast", mtGhast, "entity.ghast.hurt", "entity.ghast.death", "entity.ghast.ambient", 4, 4)
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2012-06-14 13:06:06 +00:00
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{
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}
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2013-07-01 10:39:56 +00:00
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void cGhast::GetDrops(cItems & a_Drops, cEntity * a_Killer)
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2012-06-14 13:06:06 +00:00
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{
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2015-05-19 19:32:10 +01:00
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unsigned int LootingLevel = 0;
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2014-10-20 21:55:07 +01:00
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if (a_Killer != nullptr)
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2014-02-23 19:44:58 +01:00
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{
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LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchLooting);
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}
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AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_GUNPOWDER);
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AddRandomDropItem(a_Drops, 0, 1 + LootingLevel, E_ITEM_GHAST_TEAR);
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2012-06-14 13:06:06 +00:00
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}
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2013-11-05 16:24:54 +01:00
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2015-11-08 13:44:17 +01:00
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bool cGhast::Attack(std::chrono::milliseconds a_Dt)
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2013-11-04 21:46:56 +01:00
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{
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2016-02-01 22:49:34 +02:00
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if ((GetTarget() != nullptr) && (m_AttackCoolDownTicksLeft == 0))
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2013-11-04 21:46:56 +01:00
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{
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// Setting this higher gives us more wiggle room for attackrate
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Vector3d Speed = GetLookVector() * 20;
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Speed.y = Speed.y + 1;
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2016-12-19 20:12:23 +00:00
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2019-09-29 14:59:24 +02:00
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auto GhastBall = cpp14::make_unique<cGhastFireballEntity>(this, GetPosition().addedY(1), Speed);
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2016-12-19 20:12:23 +00:00
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auto GhastBallPtr = GhastBall.get();
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if (!GhastBallPtr->Initialize(std::move(GhastBall), *m_World))
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2013-11-04 21:46:56 +01:00
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{
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2015-11-08 13:44:17 +01:00
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return false;
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2013-11-04 21:46:56 +01:00
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}
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2016-12-19 20:12:23 +00:00
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2016-01-12 12:11:10 +02:00
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ResetAttackCooldown();
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2015-11-08 13:44:17 +01:00
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return true;
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2013-11-04 21:46:56 +01:00
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}
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2015-11-08 13:44:17 +01:00
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return false;
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2013-11-04 21:46:56 +01:00
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}
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