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Refactored the TakeDamage API to take equipped weapon and armor into consideration (PvP untested)

http://forum.mc-server.org/showthread.php?tid=625

git-svn-id: http://mc-server.googlecode.com/svn/trunk@1087 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
madmaxoft@gmail.com
2012-12-21 11:04:08 +00:00
parent 231d6aed35
commit 912a1e7adc
62 changed files with 2532 additions and 1140 deletions

View File

@@ -9,30 +9,27 @@
cPassiveAggressiveMonster::cPassiveAggressiveMonster()
cPassiveAggressiveMonster::cPassiveAggressiveMonster(void)
{
m_EMPersonality = PASSIVE;
}
cPassiveAggressiveMonster::~cPassiveAggressiveMonster()
{
}
void cPassiveAggressiveMonster::TakeDamage(int a_Damage, cEntity* a_Instigator)
void cPassiveAggressiveMonster::DoTakeDamage(TakeDamageInfo & a_TDI)
{
cMonster::TakeDamage(a_Damage, a_Instigator);
if(m_Target->GetEntityType() == cEntity::eEntityType_Player)
if ((m_Target != NULL) && (m_Target->GetEntityType() == cEntity::eEntityType_Player))
{
cPlayer * Player = (cPlayer *) m_Target;
if(Player->GetGameMode() != 1)
if (Player->GetGameMode() != 1)
{
m_EMState = CHASING;
}
}
}
void cPassiveAggressiveMonster::EventSeePlayer(cEntity *a_Entity)
{
return cMonster::EventSeePlayer(a_Entity);
}