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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@@ -8,21 +8,27 @@
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cPassiveMonster::cPassiveMonster()
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cPassiveMonster::cPassiveMonster(void)
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{
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m_EMPersonality = PASSIVE;
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}
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cPassiveMonster::~cPassiveMonster()
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void cPassiveMonster::DoTakeDamage(TakeDamageInfo & a_TDI)
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{
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super::DoTakeDamage(a_TDI);
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if ((a_TDI.Attacker != this) && (a_TDI.Attacker != NULL))
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{
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m_EMState = ESCAPING;
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}
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}
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void cPassiveMonster::TakeDamage(int a_Damage, cEntity* a_Instigator)
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{
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cMonster::TakeDamage(a_Damage, a_Instigator);
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if(a_Instigator != this)
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m_EMState = ESCAPING;
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}
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void cPassiveMonster::Tick(float a_Dt)
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{
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@@ -30,17 +36,22 @@ void cPassiveMonster::Tick(float a_Dt)
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m_SeePlayerInterval += a_Dt;
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if(m_SeePlayerInterval > 1)
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if (m_SeePlayerInterval > 1) // Check every second
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{
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MTRand r1;
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int rem = r1.randInt() % 3 + 1; //check most of the time but miss occasionally
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int rem = r1.randInt() % 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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if(m_EMState == ESCAPING)
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if (rem >= 2)
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{
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if (m_EMState == ESCAPING)
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{
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CheckEventLostPlayer();
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}
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}
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}
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}
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}
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