Rewritten entity-on-fire management ("forever on fire" bugs)
Fixes FS #297 and part of FS #403. Added sizes to all entities. Moved all damage-related functions from cPawn to cEntity API change: renamed cPawn:TeleportTo() to cEntity:TeleportToCoords() git-svn-id: http://mc-server.googlecode.com/svn/trunk@1635 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@@ -8,7 +8,7 @@
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cSkeleton::cSkeleton(void) :
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super("Skeleton", 51, "mob.skeleton.hurt", "mob.skeleton.death")
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super("Skeleton", 51, "mob.skeleton.hurt", "mob.skeleton.death", 0.6, 1.8)
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{
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}
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@@ -22,9 +22,10 @@ void cSkeleton::Tick(float a_Dt, cChunk & a_Chunk)
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// TODO Outsource
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// TODO should do SkyLight check, mobs in the dark don´t burn
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if ((GetWorld()->GetTimeOfDay() < (12000 + 1000)) && !IsBurning())
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if ((GetWorld()->GetTimeOfDay() < (12000 + 1000)) && !IsOnFire())
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{
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SetMetaData(BURNING); // BURN, BABY, BURN! >:D
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// Burn for 10 ticks, then decide again
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StartBurning(10);
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}
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}
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@@ -32,7 +33,7 @@ void cSkeleton::Tick(float a_Dt, cChunk & a_Chunk)
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void cSkeleton::GetDrops(cItems & a_Drops, cPawn * a_Killer)
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void cSkeleton::GetDrops(cItems & a_Drops, cEntity * a_Killer)
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{
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AddRandomDropItem(a_Drops, 0, 2, E_ITEM_ARROW);
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AddRandomDropItem(a_Drops, 0, 2, E_ITEM_BONE);
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