Skeletons, Blazes and Ghasts now shoot their projectile to the target.
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@ -441,10 +441,68 @@ void cMonster::Attack(float a_Dt)
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{
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m_AttackInterval += a_Dt * m_AttackRate;
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if ((m_Target != NULL) && (m_AttackInterval > 3.0))
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// Setting this higher gives us more wiggle room for attackrate
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{
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// Setting this higher gives us more wiggle room for attackrate
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switch (GetMobType())
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{
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case mtSkeleton:
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{
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Vector3d Speed = GetLookVector() * 20;
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Speed.y = Speed.y + 1;
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cArrowEntity * Arrow = new cArrowEntity(this, GetPosX(), GetPosY() + 1, GetPosZ(), Speed);
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if (Arrow == NULL)
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{
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return;
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}
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if (!Arrow->Initialize(m_World))
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{
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delete Arrow;
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return;
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}
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m_World->BroadcastSpawnEntity(*Arrow);
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break;
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}
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case mtGhast:
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{
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Vector3d Speed = GetLookVector() * 20;
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Speed.y = Speed.y + 1;
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cGhastFireballEntity * GhastBall = new cGhastFireballEntity(this, GetPosX(), GetPosY() + 1, GetPosZ(), Speed);
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if (GhastBall == NULL)
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{
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return;
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}
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if (!GhastBall->Initialize(m_World))
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{
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delete GhastBall;
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return;
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}
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m_World->BroadcastSpawnEntity(*GhastBall);
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break;
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}
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case mtBlaze:
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{
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Vector3d Speed = GetLookVector() * 20;
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Speed.y = Speed.y + 1;
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cFireChargeEntity * FireCharge = new cFireChargeEntity(this, GetPosX(), GetPosY() + 1, GetPosZ(), Speed);
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if (FireCharge == NULL)
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{
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return;
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}
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if (!FireCharge->Initialize(m_World))
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{
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delete FireCharge;
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return;
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}
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m_World->BroadcastSpawnEntity(*FireCharge);
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break;
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// ToDo: Shoot 3 fireballs instead of 1.
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}
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default:
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{
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((cPawn *)m_Target)->TakeDamage(*this);
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}
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}
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m_AttackInterval = 0.0;
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((cPawn *)m_Target)->TakeDamage(*this);
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}
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}
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@ -609,9 +667,9 @@ int cMonster::GetSpawnDelay(cMonster::eFamily a_MobFamily)
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{
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switch (a_MobFamily)
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{
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case mfHostile: return 1;
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case mfPassive: return 400;
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case mfAmbient: return 400;
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case mfHostile: return 40;
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case mfPassive: return 40;
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case mfAmbient: return 40;
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case mfWater: return 400;
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}
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ASSERT(!"Unhandled mob family");
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