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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@@ -7,7 +7,7 @@
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cSkeleton::cSkeleton()
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cSkeleton::cSkeleton(void)
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{
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m_MobType = 51;
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GetMonsterConfig("Skeleton");
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@@ -17,18 +17,9 @@ cSkeleton::cSkeleton()
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cSkeleton::~cSkeleton()
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{
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}
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bool cSkeleton::IsA( const char* a_EntityType )
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{
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if( strcmp( a_EntityType, "cSkeleton" ) == 0 ) return true;
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return cMonster::IsA( a_EntityType );
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return ((strcmp(a_EntityType, "cSkeleton") == 0) || super::IsA(a_EntityType));
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}
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@@ -51,14 +42,10 @@ void cSkeleton::Tick(float a_Dt)
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void cSkeleton::KilledBy( cEntity* a_Killer )
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void cSkeleton::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_ARROW);
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AddRandomDropItem(Drops, 0, 2, E_ITEM_BONE);
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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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AddRandomDropItem(a_Drops, 0, 2, E_ITEM_ARROW);
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AddRandomDropItem(a_Drops, 0, 2, E_ITEM_BONE);
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}
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