1
0

Skeleton, Ghast and Blaze's projectile code is now in their respective class.

This commit is contained in:
STRWarrior
2013-11-04 21:46:56 +01:00
parent 6f0f620cf8
commit 7cfcfc5f39
8 changed files with 91 additions and 68 deletions

View File

@@ -33,10 +33,37 @@ void cSkeleton::MoveToPosition(const Vector3f & a_Position)
m_Destination = a_Position;
// If the destination is in the sun and if it is not night AND the skeleton isn't on fire then block the movement.
if ((m_World->GetBlockSkyLight((int) a_Position.x, (int) a_Position.y, (int) a_Position.z) == 15) && (m_World->GetTimeOfDay() < 13187) && !IsOnFire())
if (!IsOnFire() && m_World->GetTimeOfDay() < 13187 && m_World->GetBlockSkyLight((int) a_Position.x, (int) a_Position.y, (int) a_Position.z) == 15)
{
m_bMovingToDestination = false;
return;
}
m_bMovingToDestination = true;
}
void cSkeleton::Attack(float a_Dt)
{
m_AttackInterval += a_Dt * m_AttackRate;
if (m_Target != NULL && m_AttackInterval > 3.0)
{
// Setting this higher gives us more wiggle room for attackrate
Vector3d Speed = GetLookVector() * 20;
Speed.y = Speed.y + 1;
cArrowEntity * Arrow = new cArrowEntity(this, GetPosX(), GetPosY() + 1, GetPosZ(), Speed);
if (Arrow == NULL)
{
return;
}
if (!Arrow->Initialize(m_World))
{
delete Arrow;
return;
}
m_World->BroadcastSpawnEntity(*Arrow);
m_AttackInterval = 0.0;
}
}