Improvements to blaze and ghast (#4547)
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@ -123,7 +123,6 @@ bool cMobSpawner::CanSpawnHere(cChunk * a_Chunk, Vector3i a_RelPos, eMonsterType
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}
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case mtBlaze:
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case mtGhast:
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{
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return (
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(targetBlock == E_BLOCK_AIR) &&
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@ -194,6 +193,15 @@ bool cMobSpawner::CanSpawnHere(cChunk * a_Chunk, Vector3i a_RelPos, eMonsterType
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break;
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}
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case mtGhast:
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{
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return (
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(targetBlock == E_BLOCK_AIR) &&
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(blockAbove == E_BLOCK_AIR) &&
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(random.RandBool())
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);
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}
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case mtGuardian:
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{
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return (
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@ -9,7 +9,9 @@
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cBlaze::cBlaze(void) :
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super("Blaze", mtBlaze, "entity.blaze.hurt", "entity.blaze.death", "entity.blaze.ambient", 0.6, 1.8)
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super("Blaze", mtBlaze, "entity.blaze.hurt", "entity.blaze.death", "entity.blaze.ambient", 0.6, 1.8),
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m_IsCharging(false),
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m_ChargeTimer(0)
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{
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SetGravity(-8.0f);
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SetAirDrag(0.05f);
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@ -34,23 +36,54 @@ void cBlaze::GetDrops(cItems & a_Drops, cEntity * a_Killer)
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bool cBlaze::Attack(std::chrono::milliseconds a_Dt)
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{
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if ((GetTarget() != nullptr) && (m_AttackCoolDownTicksLeft == 0))
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if ((GetTarget() != nullptr) && (m_AttackCoolDownTicksLeft == 0) && (!m_IsCharging))
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{
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// Setting this higher gives us more wiggle room for attackrate
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Vector3d Speed = GetLookVector() * 20;
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Speed.y = Speed.y + 1;
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auto FireCharge = cpp14::make_unique<cFireChargeEntity>(this, GetPosition().addedY(1), Speed);
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auto FireChargePtr = FireCharge.get();
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if (!FireChargePtr->Initialize(std::move(FireCharge), *m_World))
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{
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return false;
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}
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ResetAttackCooldown();
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// ToDo: Shoot 3 fireballs instead of 1.
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m_IsCharging = true;
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return true;
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}
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return false;
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}
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void cBlaze::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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{
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super::Tick(a_Dt, a_Chunk);
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if (!IsTicking())
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{
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// The base class tick destroyed us
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return;
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}
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if (m_IsCharging)
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{
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m_ChargeTimer++;
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if (
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(m_ChargeTimer == 5) ||
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(m_ChargeTimer == 10) ||
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(m_ChargeTimer == 15)
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)
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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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auto FireCharge = cpp14::make_unique<cFireChargeEntity>(this, GetPosition().addedY(1), Speed);
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auto FireChargePtr = FireCharge.get();
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FireChargePtr->Initialize(std::move(FireCharge), *m_World);
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m_World->BroadcastSoundEffect("entity.ghast.shoot", GetPosition(), 4.0f, 1.0f);
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}
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}
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if ((m_IsCharging) && (m_ChargeTimer > 15))
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{
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m_ChargeTimer = 0;
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m_IsCharging = false;
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ResetAttackCooldown();
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}
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}
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@ -17,6 +17,15 @@ public:
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CLASS_PROTODEF(cBlaze)
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virtual void Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) override;
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virtual void GetDrops(cItems & a_Drops, cEntity * a_Killer = nullptr) override;
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virtual bool Attack(std::chrono::milliseconds a_Dt) override;
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private:
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/** Specifies whether or not the blaze has started shooting fireballs. */
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bool m_IsCharging;
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/** Number of ticks since the blaze started charging.
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Used to create 3 successive projectiles. */
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int m_ChargeTimer;
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} ;
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@ -9,8 +9,13 @@
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cGhast::cGhast(void) :
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super("Ghast", mtGhast, "entity.ghast.hurt", "entity.ghast.death", "entity.ghast.ambient", 4, 4)
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super("Ghast", mtGhast, "entity.ghast.hurt", "entity.ghast.death", "entity.ghast.ambient", 4, 4),
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m_IsCharging(false),
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m_FlightCooldown(5),
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m_TicksUntilShot(10)
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{
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SetGravity(0);
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SetAirDrag(0);
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}
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@ -34,20 +39,14 @@ void cGhast::GetDrops(cItems & a_Drops, cEntity * a_Killer)
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bool cGhast::Attack(std::chrono::milliseconds a_Dt)
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{
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if ((GetTarget() != nullptr) && (m_AttackCoolDownTicksLeft == 0))
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if ((GetTarget() != nullptr) && (m_AttackCoolDownTicksLeft == 0) && (!m_IsCharging))
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{
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// Setting this higher gives us more wiggle room for attackrate
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Vector3d Speed = GetLookVector() * 20;
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Speed.y = Speed.y + 1;
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auto & Random = GetRandomProvider();
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auto SoundPitchMultiplier = 1.0f + (Random.RandReal(1.0f) - Random.RandReal(1.0f)) * 0.2f;
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auto GhastBall = cpp14::make_unique<cGhastFireballEntity>(this, GetPosition().addedY(1), Speed);
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auto GhastBallPtr = GhastBall.get();
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if (!GhastBallPtr->Initialize(std::move(GhastBall), *m_World))
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{
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return false;
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}
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ResetAttackCooldown();
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m_World->BroadcastSoundEffect("entity.ghast.warn", GetPosition(), 4.0f, SoundPitchMultiplier * 0.9f);
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m_IsCharging = true;
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m_World->BroadcastEntityMetadata(*this);
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return true;
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}
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return false;
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@ -55,3 +54,64 @@ bool cGhast::Attack(std::chrono::milliseconds a_Dt)
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bool cGhast::DoTakeDamage(TakeDamageInfo & a_TDI)
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{
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// No fall damage
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if (a_TDI.DamageType == dtFalling)
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{
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return false;
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}
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return super::DoTakeDamage(a_TDI);
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}
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void cGhast::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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{
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super::Tick(a_Dt, a_Chunk);
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if (!IsTicking())
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{
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// The base class tick destroyed us
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return;
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}
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if ((m_IsCharging) && (m_TicksUntilShot-- == 0))
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{
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m_TicksUntilShot = 10;
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m_IsCharging = false;
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m_World->BroadcastEntityMetadata(*this);
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Vector3d Speed = GetLookVector() * 20;
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Speed.y = Speed.y + 1;
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auto GhastBall = cpp14::make_unique<cGhastFireballEntity>(this, GetPosition(), Speed);
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auto GhastBallPtr = GhastBall.get();
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GhastBallPtr->Initialize(std::move(GhastBall), *m_World);
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m_World->BroadcastSoundEffect("entity.ghast.shoot", GetPosition(), 4.0f, 1.0f);
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ResetAttackCooldown();
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}
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// TODO: Better flying
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if (m_FlightCooldown-- == 0)
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{
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m_FlightCooldown = 5;
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auto & Random = GetRandomProvider();
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auto SpeedVector = Vector3d(Random.RandReal(-0.3, 0.3), Random.RandReal(-0.4, 0.4), Random.RandReal(-0.3, 0.3));
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if (GetPosY() > 120)
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{
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SpeedVector = Vector3d(Random.RandReal(-0.4, 0.4), Random.RandReal(-0.45, 0.4), Random.RandReal(-0.4, 0.4));
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}
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AddSpeed(SpeedVector);
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}
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}
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@ -17,10 +17,23 @@ public:
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CLASS_PROTODEF(cGhast)
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virtual void Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) override;
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virtual void GetDrops(cItems & a_Drops, cEntity * a_Killer = nullptr) override;
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virtual bool Attack(std::chrono::milliseconds a_Dt) override;
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virtual bool DoTakeDamage(TakeDamageInfo & a_TDI) override;
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bool IsCharging(void) const {return false; }
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bool IsCharging(void) const { return m_IsCharging; }
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private:
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/** Specifies whether or not the ghast has started shooting a fireball. */
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bool m_IsCharging;
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/** Number of ticks until the ghast tries to fly to another position. */
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int m_FlightCooldown;
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/** Number of ticks until a projectile is created.
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Only used while m_IsCharging is true. */
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int m_TicksUntilShot;
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} ;
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@ -313,7 +313,7 @@ void cMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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HandleDaylightBurning(*Chunk, WouldBurnAt(GetPosition(), *Chunk));
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bool a_IsFollowingPath = false;
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if (m_PathfinderActivated)
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if (m_PathfinderActivated && (GetMobType() != mtGhast)) // Pathfinder is currently disabled for ghasts, which have their own flying mechanism
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{
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if (ReachedFinalDestination() || (m_LeashToPos != nullptr))
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{
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