Initial round of fixes
* Fixed intentional misspelling of baby! :D * Better chested horse bool name * Fixed some weird continuity issues with my recent changes not being pushed up initially * Fixed derpy hexadecimal values
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@ -343,7 +343,7 @@ public:
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virtual bool IsInvisible(void) const {return false; }
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virtual bool IsInvisible(void) const {return false; }
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// Ageables + Tameables
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// Ageables + Tameables
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virtual bool IsBabby (void) const {return false; }
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virtual bool IsBaby (void) const {return false; }
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virtual bool IsSitting (void) const {return false; }
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virtual bool IsSitting (void) const {return false; }
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virtual bool IsTame (void) const {return false; }
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virtual bool IsTame (void) const {return false; }
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@ -362,17 +362,17 @@ public:
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virtual bool IsSaddled (void) const {return false; }
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virtual bool IsSaddled (void) const {return false; }
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// TESTIFICATE
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// TESTIFICATE
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virtual int GetVilType(void) const {return 0; }
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virtual int GetVilType (void) const {return 0; }
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// Zombie
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// Zombie
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virtual bool IsVillager(void) const {return false; }
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virtual bool IsVillZomb (void) const {return false; }
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virtual bool IsConvert (void) const {return false; }
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virtual bool IsConvert (void) const {return false; }
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// Ghast
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// Ghast
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virtual bool IsCharging(void) const {return false; }
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virtual bool IsCharging (void) const {return false; }
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// Arrow
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// Arrow
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virtual bool IsCritical(void) const {return false; }
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virtual bool IsCritical (void) const {return false; }
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// Wolf
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// Wolf
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virtual bool IsAngry (void) const {return false; }
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virtual bool IsAngry (void) const {return false; }
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@ -380,7 +380,7 @@ public:
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virtual int GetCollar (void) const {return 0; }
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virtual int GetCollar (void) const {return 0; }
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// Sheep
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// Sheep
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virtual int GetFurColor(void) const {return 0; }
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virtual int GetFurColor (void) const {return 0; }
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virtual bool IsSheared (void) const {return false; }
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virtual bool IsSheared (void) const {return false; }
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// Enderman
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// Enderman
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@ -397,6 +397,16 @@ public:
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// Slimes and Magma cubes
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// Slimes and Magma cubes
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virtual int GetSize (void) const {return 1; }
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virtual int GetSize (void) const {return 1; }
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// Horsheys
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virtual bool IsChested (void) const {return false; }
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virtual bool IsEating (void) const {return false; }
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virtual bool IsRearing (void) const {return false; }
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virtual bool IsMthOpen (void) const {return false; }
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virtual int GetHType (void) const {return 0; }
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virtual int GetHColor (void) const {return 0; }
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virtual int GetHStyle (void) const {return 0; }
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virtual int GetHArmour (void) const {return 0; }
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// tolua_end
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// tolua_end
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/// Called when the specified player right-clicks this entity
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/// Called when the specified player right-clicks this entity
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@ -11,7 +11,7 @@
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cHorse::cHorse(int Type, int Color, int Style, int TameTimes) :
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cHorse::cHorse(int Type, int Color, int Style, int TameTimes) :
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super("Horse", 100, "mob.horse.hit", "mob.horse.death", 1.4, 1.6),
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super("Horse", 100, "mob.horse.hit", "mob.horse.death", 1.4, 1.6),
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m_bIsChested(false),
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m_bHasChest(false),
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m_bIsEating(false),
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m_bIsEating(false),
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m_bIsRearing(false),
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m_bIsRearing(false),
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m_bIsMouthOpen(false),
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m_bIsMouthOpen(false),
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@ -1,7 +1,7 @@
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#pragma once
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#pragma once
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#include "AggressiveMonster.h"
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#include "PassiveMonster.h"
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@ -20,7 +20,7 @@ public:
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virtual void GetDrops(cItems & a_Drops, cEntity * a_Killer = NULL) override;
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virtual void GetDrops(cItems & a_Drops, cEntity * a_Killer = NULL) override;
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virtual void Tick(float a_Dt, cChunk & a_Chunk) override;
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virtual void Tick(float a_Dt, cChunk & a_Chunk) override;
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virtual void OnRightClicked(cPlayer & a_Player) override;
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virtual void OnRightClicked(cPlayer & a_Player) override;
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bool IsChested (void) const {return m_bIsChested; }
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bool IsChested (void) const {return m_bHasChest; }
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bool IsEating (void) const {return m_bIsEating; }
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bool IsEating (void) const {return m_bIsEating; }
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bool IsRearing (void) const {return m_bIsRearing; }
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bool IsRearing (void) const {return m_bIsRearing; }
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bool IsMthOpen (void) const {return m_bIsMouthOpen; }
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bool IsMthOpen (void) const {return m_bIsMouthOpen; }
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@ -32,7 +32,7 @@ public:
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private:
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private:
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bool m_bIsChested, m_bIsEating, m_bIsRearing, m_bIsMouthOpen, m_bIsTame;
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bool m_bHasChest, m_bIsEating, m_bIsRearing, m_bIsMouthOpen, m_bIsTame;
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int m_Type, m_Color, m_Style, m_Armour, m_TimesToTame, m_TameAttemptTimes;
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int m_Type, m_Color, m_Style, m_Armour, m_TimesToTame, m_TameAttemptTimes;
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} ;
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} ;
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@ -1638,11 +1638,11 @@ void cProtocol125::WriteMetadata(const cEntity & a_Entity)
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}
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}
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if (a_Entity.IsRclking())
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if (a_Entity.IsRclking())
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{
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{
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CommonMetadata |= 0x16;
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CommonMetadata |= 0x10;
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}
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}
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if (a_Entity.IsInvisible())
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if (a_Entity.IsInvisible())
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{
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{
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CommonMetadata |= 0x32;
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CommonMetadata |= 0x20;
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}
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}
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WriteByte(0x0);
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WriteByte(0x0);
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@ -1691,7 +1691,7 @@ void cProtocol125::WriteMetadata(const cEntity & a_Entity)
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else if (a_Entity.IsA("cZombie"))
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else if (a_Entity.IsA("cZombie"))
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{
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{
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WriteByte(0xC);
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WriteByte(0xC);
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WriteByte(a_Entity.IsBabby() ? 1 : 0); // Babby zombie?
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WriteByte(a_Entity.IsBaby() ? 1 : 0); // Babby zombie?
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WriteByte(0xD);
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WriteByte(0xD);
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WriteByte(a_Entity.IsVillZomb() ? 1 : 0); // Converted zombie?
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WriteByte(a_Entity.IsVillZomb() ? 1 : 0); // Converted zombie?
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WriteByte(0xE);
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WriteByte(0xE);
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@ -1784,7 +1784,7 @@ void cProtocol125::WriteMetadata(const cEntity & a_Entity)
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{
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{
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Flags |= 0x8;
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Flags |= 0x8;
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}
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}
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if (a_Entity.IsBabby())
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if (a_Entity.IsBaby())
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{
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{
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Flags |= 0x10; // IsBred flag, according to wiki.vg - don't think it does anything in multiplayer
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Flags |= 0x10; // IsBred flag, according to wiki.vg - don't think it does anything in multiplayer
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}
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}
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