Moved source to src
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97
src/Mobs/AggressiveMonster.cpp
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97
src/Mobs/AggressiveMonster.cpp
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "AggressiveMonster.h"
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#include "../World.h"
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#include "../Vector3f.h"
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#include "../Entities/Player.h"
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#include "../MersenneTwister.h"
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cAggressiveMonster::cAggressiveMonster(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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super(a_ConfigName, a_MobType, a_SoundHurt, a_SoundDeath, a_Width, a_Height),
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m_ChaseTime(999999)
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{
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m_EMPersonality = AGGRESSIVE;
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}
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// What to do if in Chasing State
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void cAggressiveMonster::InStateChasing(float a_Dt)
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{
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super::InStateChasing(a_Dt);
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m_ChaseTime += a_Dt;
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if (m_Target != NULL)
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{
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if (m_Target->IsPlayer())
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{
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cPlayer * Player = (cPlayer *) m_Target;
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if (Player->IsGameModeCreative())
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{
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m_EMState = IDLE;
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return;
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}
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}
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Vector3f Pos = Vector3f( GetPosition() );
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Vector3f Their = Vector3f( m_Target->GetPosition() );
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if ((Their - Pos).Length() <= m_AttackRange)
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{
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Attack(a_Dt);
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}
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MoveToPosition(Their + Vector3f(0, 0.65f, 0));
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}
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else if (m_ChaseTime > 5.f)
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{
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m_ChaseTime = 0;
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m_EMState = IDLE;
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}
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}
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void cAggressiveMonster::EventSeePlayer(cEntity * a_Entity)
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{
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super::EventSeePlayer(a_Entity);
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m_EMState = CHASING;
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}
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void cAggressiveMonster::Tick(float a_Dt, cChunk & a_Chunk)
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{
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super::Tick(a_Dt, a_Chunk);
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m_SeePlayerInterval += a_Dt;
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if (m_SeePlayerInterval > 1)
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{
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int rem = m_World->GetTickRandomNumber(3) + 1; // Check most of the time but miss occasionally
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m_SeePlayerInterval = 0.0;
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if (rem >= 2)
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{
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if (m_EMState == CHASING)
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{
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CheckEventLostPlayer();
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}
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else
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{
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CheckEventSeePlayer();
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}
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}
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}
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}
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