2012-06-14 09:06:06 -04:00
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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2012-09-23 16:53:08 -04:00
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#include "Spider.h"
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2012-06-14 09:06:06 -04:00
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2015-07-16 00:47:51 -04:00
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#include "../World.h"
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#include "../Entities/Player.h"
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2016-01-17 09:09:25 -05:00
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#include "../Chunk.h"
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2012-06-14 09:06:06 -04:00
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2012-12-22 04:39:13 -05:00
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cSpider::cSpider(void) :
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2013-10-20 04:23:30 -04:00
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super("Spider", mtSpider, "mob.spider.say", "mob.spider.death", 1.4, 0.9)
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2012-06-14 09:06:06 -04:00
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{
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}
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2013-07-01 06:39:56 -04:00
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void cSpider::GetDrops(cItems & a_Drops, cEntity * a_Killer)
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2012-06-14 09:06:06 -04:00
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{
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2015-05-19 14:32:10 -04:00
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unsigned int LootingLevel = 0;
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2014-10-20 16:55:07 -04:00
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if (a_Killer != nullptr)
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2014-02-23 13:44:58 -05:00
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{
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LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchLooting);
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}
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AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_STRING);
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2014-10-20 16:55:07 -04:00
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if ((a_Killer != nullptr) && (a_Killer->IsPlayer() || a_Killer->IsA("cWolf")))
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2014-02-23 13:44:58 -05:00
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{
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AddRandomUncommonDropItem(a_Drops, 33.0f, E_ITEM_SPIDER_EYE);
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}
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2012-06-14 09:06:06 -04:00
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}
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2015-07-16 00:47:51 -04:00
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2016-01-17 09:09:25 -05:00
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void cSpider::EventSeePlayer(cEntity * a_Entity, cChunk & a_Chunk)
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2015-07-16 00:47:51 -04:00
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{
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if (!GetWorld()->IsChunkLighted(GetChunkX(), GetChunkZ()))
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{
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return;
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}
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2016-01-17 09:09:25 -05:00
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PREPARE_REL_AND_CHUNK(GetPosition(), a_Chunk);
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if (!RelSuccess)
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{
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return;
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}
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if (!static_cast<cPlayer *>(a_Entity)->IsGameModeCreative() && (Chunk->GetSkyLightAltered(Rel.x, Rel.y, Rel.z) <= 9))
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2015-07-16 00:47:51 -04:00
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{
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2016-01-17 09:09:25 -05:00
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super::EventSeePlayer(a_Entity, a_Chunk);
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2015-07-16 00:47:51 -04:00
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}
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}
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bool cSpider::DoTakeDamage(TakeDamageInfo & a_TDI)
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{
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if (!super::DoTakeDamage(a_TDI))
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{
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return false;
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}
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// If the source of the damage is not from an pawn entity, switch to idle
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if ((a_TDI.Attacker == nullptr) || !a_TDI.Attacker->IsPawn())
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{
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m_EMState = IDLE;
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}
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else
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{
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// If the source of the damage is from a pawn entity, chase that entity
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m_EMState = CHASING;
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}
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return true;
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}
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