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cuberite-2a/src/Mobs/Blaze.h

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#pragma once
#include "AggressiveMonster.h"
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class cBlaze:
public cAggressiveMonster
{
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using Super = cAggressiveMonster;
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public:
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cBlaze();
CLASS_PROTODEF(cBlaze)
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private:
fix cavespider poisoning even if attack is in cooldown make attack function more responsive fix cavespider poisoning even if attack is in cooldown make attack function more responsive Merge branch 'cavespider-attack' of github.com:Gargaj/cuberite into cavespider-attack code style fix cavespider poisoning even if attack is in cooldown make attack function more responsive fix cavespider poisoning even if attack is in cooldown make attack function more responsive Merge branch 'cavespider-attack' of github.com:Gargaj/cuberite into cavespider-attack code style Merge branch 'cavespider-attack' of github.com:Gargaj/cuberite into cavespider-attack Merge branch 'master' into cavespider-attack Merge branch 'master' into cavespider-attack fix cavespider poisoning even if attack is in cooldown make attack function more responsive fix cavespider poisoning even if attack is in cooldown make attack function more responsive Merge branch 'cavespider-attack' of github.com:Gargaj/cuberite into cavespider-attack code style fix cavespider poisoning even if attack is in cooldown make attack function more responsive fix cavespider poisoning even if attack is in cooldown make attack function more responsive Merge branch 'cavespider-attack' of github.com:Gargaj/cuberite into cavespider-attack code style Merge branch 'cavespider-attack' of github.com:Gargaj/cuberite into cavespider-attack Merge branch 'master' into cavespider-attack Merge branch 'master' into cavespider-attack Merge branch 'cavespider-attack' of github.com:Gargaj/cuberite into cavespider-attack
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virtual bool Attack(std::chrono::milliseconds a_Dt) override;
virtual void GetDrops(cItems & a_Drops, cEntity * a_Killer = nullptr) override;
virtual bool IsNetherNative(void) override { return true; }
virtual void Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) override;
/** Specifies whether or not the blaze has started shooting fireballs. */
bool m_IsCharging;
/** Number of ticks since the blaze started charging.
Used to create 3 successive projectiles. */
int m_ChargeTimer;
} ;