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@@ -62,7 +62,7 @@ static const struct
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////
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// cMonster:
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cMonster::cMonster(const AString & a_ConfigName, eType a_MobType, const AString & a_SoundHurt, const AString & a_SoundDeath, double a_Width, double a_Height)
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@@ -120,7 +120,7 @@ void cMonster::TickPathFinding()
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std::vector<Vector3d> m_PotentialCoordinates;
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m_TraversedCoordinates.push_back(Vector3i(PosX, PosY, PosZ));
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static const struct // Define which directions to try to move to
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static const struct // Define which directions to try to move to
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{
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int x, z;
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} gCrossCoords[] =
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@@ -301,12 +301,12 @@ void cMonster::Tick(float a_Dt, cChunk & a_Chunk)
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if (DoesPosYRequireJump((int)floor(m_Destination.y)))
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{
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m_bOnGround = false;
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AddSpeedY(5.2); // Jump!!
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AddSpeedY(5.2); // Jump!!
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}
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}
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Vector3f Distance = m_Destination - GetPosition();
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if(!ReachedDestination() && !ReachedFinalDestination()) // If we haven't reached any sort of destination, move
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if(!ReachedDestination() && !ReachedFinalDestination()) // If we haven't reached any sort of destination, move
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{
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Distance.y = 0;
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Distance.Normalize();
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@@ -325,20 +325,20 @@ void cMonster::Tick(float a_Dt, cChunk & a_Chunk)
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AddSpeedZ(Distance.z);
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if (m_EMState == ESCAPING)
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{ //Runs Faster when escaping :D otherwise they just walk away
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{ // Runs Faster when escaping :D otherwise they just walk away
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SetSpeedX (GetSpeedX() * 2.f);
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SetSpeedZ (GetSpeedZ() * 2.f);
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}
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}
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else
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{
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if (ReachedFinalDestination()) // If we have reached the ultimate, final destination, stop pathfinding and attack if appropriate
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if (ReachedFinalDestination()) // If we have reached the ultimate, final destination, stop pathfinding and attack if appropriate
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{
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FinishPathFinding();
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}
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else
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{
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TickPathFinding(); // We have reached the next point in our path, calculate another point
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TickPathFinding(); // We have reached the next point in our path, calculate another point
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}
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}
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}
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@@ -570,8 +570,8 @@ void cMonster::KilledBy(TakeDamageInfo & a_TDI)
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//Checks to see if EventSeePlayer should be fired
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//monster sez: Do I see the player
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// Checks to see if EventSeePlayer should be fired
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// monster sez: Do I see the player
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void cMonster::CheckEventSeePlayer(void)
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{
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// TODO: Rewrite this to use cWorld's DoWithPlayers()
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@@ -631,7 +631,7 @@ void cMonster::InStateIdle(float a_Dt)
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{
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if (m_bMovingToDestination)
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{
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return; // Still getting there
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return; // Still getting there
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}
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m_IdleInterval += a_Dt;
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@@ -640,7 +640,7 @@ void cMonster::InStateIdle(float a_Dt)
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{
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// At this interval the results are predictable
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int rem = m_World->GetTickRandomNumber(6) + 1;
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m_IdleInterval -= 1; // So nothing gets dropped when the server hangs for a few seconds
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m_IdleInterval -= 1; // So nothing gets dropped when the server hangs for a few seconds
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Vector3d Dist;
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Dist.x = (double)m_World->GetTickRandomNumber(10) - 5;
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@@ -928,7 +928,7 @@ cMonster * cMonster::NewMonsterFromType(cMonster::eType a_MobType)
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case mtWitch: toReturn = new cWitch(); break;
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case mtWither: toReturn = new cWither(); break;
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case mtWolf: toReturn = new cWolf(); break;
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case mtZombie: toReturn = new cZombie(false); break; // TODO: Infected zombie parameter
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case mtZombie: toReturn = new cZombie(false); break; // TODO: Infected zombie parameter
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case mtZombiePigman: toReturn = new cZombiePigman(); break;
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default:
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{
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