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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@@ -3,13 +3,13 @@
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#include "Slime.h"
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//TODO Implement sized slimes
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// TODO: Implement sized slimes
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cSlime::cSlime()
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cSlime::cSlime(void)
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{
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m_MobType = 55;
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GetMonsterConfig("Slime");
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@@ -19,32 +19,19 @@ cSlime::cSlime()
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cSlime::~cSlime()
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bool cSlime::IsA(const char * a_EntityType)
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{
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return ((strcmp(a_EntityType, "cSlime") == 0) || super::IsA(a_EntityType));
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}
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bool cSlime::IsA( const char* a_EntityType )
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void cSlime::GetDrops(cItems & a_Drops, cPawn * a_Killer)
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{
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if( strcmp( a_EntityType, "cSlime" ) == 0 ) return true;
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return cMonster::IsA( a_EntityType );
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}
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void cSlime::KilledBy( cEntity* a_Killer )
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{
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//TODO: only when tiny
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cItems Drops;
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AddRandomDropItem(Drops, 0, 2, E_ITEM_SLIMEBALL);
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m_World->SpawnItemPickups(Drops, m_Pos.x, m_Pos.y, m_Pos.z);
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cMonster::KilledBy( a_Killer );
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// TODO: only when tiny
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AddRandomDropItem(a_Drops, 0, 2, E_ITEM_SLIMEBALL);
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}
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