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