Small fix since the new AI and a new small feature.
You get particles when trying to tame wolfs. They don't walk anymore when they are sitting.
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parent
5749b40422
commit
a533386144
@ -75,10 +75,12 @@ void cWolf::OnRightClicked(cPlayer & a_Player)
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SetIsTame(true);
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SetOwner(a_Player.GetName());
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m_World->BroadcastEntityStatus(*this, ENTITY_STATUS_WOLF_TAMED);
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m_World->BroadcastParticleEffect("heart", (float) GetPosX(), (float) GetPosY(), (float) GetPosZ(), 0, 0, 0, 0, 5);
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}
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else
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{
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m_World->BroadcastEntityStatus(*this, ENTITY_STATUS_WOLF_TAMING);
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m_World->BroadcastParticleEffect("smoke", (float) GetPosX(), (float) GetPosY(), (float) GetPosZ(), 0, 0, 0, 0, 5);
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}
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}
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}
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@ -123,6 +125,7 @@ void cWolf::Tick(float a_Dt, cChunk & a_Chunk)
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super::Tick(a_Dt, a_Chunk);
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}
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// The wolf is sitting so don't move him at all.
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if (IsSitting())
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{
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m_bMovingToDestination = false;
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@ -145,8 +148,18 @@ void cWolf::Tick(float a_Dt, cChunk & a_Chunk)
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SetIsBegging(true);
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m_World->BroadcastEntityMetadata(*this);
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}
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m_FinalDestination = a_Closest_Player->GetPosition();;
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// Don't move to the player if the wolf is sitting.
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if (IsSitting())
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{
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m_bMovingToDestination = false;
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}
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else
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{
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m_bMovingToDestination = true;
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}
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Vector3d PlayerPos = a_Closest_Player->GetPosition();
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PlayerPos.y++;
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m_FinalDestination = PlayerPos;
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break;
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}
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default:
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@ -185,15 +198,23 @@ void cWolf::TickFollowPlayer()
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} Callback;
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if (m_World->DoWithPlayer(m_OwnerName, Callback))
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{
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// The player is present in the world, follow them:
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// The player is present in the world, follow him:
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double Distance = (Callback.OwnerPos - GetPosition()).Length();
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if ((Distance > 30) && (!IsSitting()))
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if (Distance > 30)
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{
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TeleportToCoords(Callback.OwnerPos.x, Callback.OwnerPos.y, Callback.OwnerPos.z);
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}
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else
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{
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MoveToPosition(Callback.OwnerPos);
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m_FinalDestination = Callback.OwnerPos;
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if (IsSitting())
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{
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m_bMovingToDestination = false;
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}
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else
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{
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m_bMovingToDestination = true;
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}
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}
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}
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}
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