Skeleton, Ghast and Blaze's projectile code is now in their respective class.
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@@ -33,10 +33,37 @@ void cSkeleton::MoveToPosition(const Vector3f & a_Position)
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m_Destination = a_Position;
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// If the destination is in the sun and if it is not night AND the skeleton isn't on fire then block the movement.
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if ((m_World->GetBlockSkyLight((int) a_Position.x, (int) a_Position.y, (int) a_Position.z) == 15) && (m_World->GetTimeOfDay() < 13187) && !IsOnFire())
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if (!IsOnFire() && m_World->GetTimeOfDay() < 13187 && m_World->GetBlockSkyLight((int) a_Position.x, (int) a_Position.y, (int) a_Position.z) == 15)
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{
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m_bMovingToDestination = false;
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return;
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}
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m_bMovingToDestination = true;
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}
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void cSkeleton::Attack(float a_Dt)
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{
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m_AttackInterval += a_Dt * m_AttackRate;
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if (m_Target != NULL && m_AttackInterval > 3.0)
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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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cArrowEntity * Arrow = new cArrowEntity(this, GetPosX(), GetPosY() + 1, GetPosZ(), Speed);
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if (Arrow == NULL)
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{
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return;
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}
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if (!Arrow->Initialize(m_World))
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{
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delete Arrow;
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return;
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}
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m_World->BroadcastSpawnEntity(*Arrow);
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m_AttackInterval = 0.0;
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}
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}
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