f43b65cf53
cAuthenticator uses unique client ID for authentication Changed the kick function used by cAuthenticator to take a client ID instead of name, so the correct user is kicked Using callback reference instead of pointer in GetChunkData and affiliates GetChunkData returns false when failed, and true when succeeded Renamed entity type enums to something prettier Exposed some functions to Lua git-svn-id: http://mc-server.googlecode.com/svn/trunk@388 0a769ca7-a7f5-676a-18bf-c427514a06d6
38 lines
772 B
C++
38 lines
772 B
C++
|
|
#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
|
|
|
|
#include "cPassiveAggressiveMonster.h"
|
|
|
|
#include "cPlayer.h"
|
|
|
|
|
|
|
|
|
|
|
|
cPassiveAggressiveMonster::cPassiveAggressiveMonster()
|
|
{
|
|
m_EMPersonality = PASSIVE;
|
|
}
|
|
|
|
cPassiveAggressiveMonster::~cPassiveAggressiveMonster()
|
|
{
|
|
}
|
|
|
|
void cPassiveAggressiveMonster::TakeDamage(int a_Damage, cEntity* a_Instigator)
|
|
{
|
|
cMonster::TakeDamage(a_Damage, a_Instigator);
|
|
if(m_Target->GetEntityType() == cEntity::eEntityType_Player)
|
|
{
|
|
cPlayer * Player = (cPlayer *) m_Target;
|
|
if(Player->GetGameMode() != 1)
|
|
{
|
|
m_EMState = CHASING;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
void cPassiveAggressiveMonster::EventSeePlayer(cEntity *a_Entity)
|
|
{
|
|
return cMonster::EventSeePlayer(a_Entity);
|
|
} |