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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@@ -17,18 +17,9 @@ cZombie::cZombie()
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cZombie::~cZombie()
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bool cZombie::IsA(const char * a_EntityType)
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{
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}
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bool cZombie::IsA( const char* a_EntityType )
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{
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if( strcmp( a_EntityType, "cZombie" ) == 0 ) return true;
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return cMonster::IsA( a_EntityType );
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return ((strcmp(a_EntityType, "cZombie") == 0) || super::IsA(a_EntityType));
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}
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@@ -37,7 +28,7 @@ bool cZombie::IsA( const char* a_EntityType )
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void cZombie::Tick(float a_Dt)
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{
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cMonster::Tick(a_Dt);
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super::Tick(a_Dt);
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// TODO Same as in cSkeleton :D
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if ((GetWorld()->GetTimeOfDay() < (12000 + 1000)) && (GetMetaData() != BURNING))
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@@ -50,16 +41,11 @@ void cZombie::Tick(float a_Dt)
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void cZombie::KilledBy( cEntity* a_Killer )
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void cZombie::GetDrops(cItems & a_Drops, cPawn * a_Killer)
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{
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cItems Drops;
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AddRandomDropItem(Drops, 0, 2, E_ITEM_ROTTEN_FLESH);
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AddRandomDropItem(a_Drops, 0, 2, E_ITEM_ROTTEN_FLESH);
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// TODO: Rare drops
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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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}
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