Skeleton, Ghast and Blaze's projectile code is now in their respective class.
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@ -44,7 +44,7 @@ void cAggressiveMonster::InStateChasing(float a_Dt)
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Vector3f Their = Vector3f( m_Target->GetPosition() );
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Vector3f Their = Vector3f( m_Target->GetPosition() );
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if ((Their - Pos).Length() <= m_AttackRange)
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if ((Their - Pos).Length() <= m_AttackRange)
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{
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{
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cMonster::Attack(a_Dt);
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Attack(a_Dt);
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}
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}
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MoveToPosition(Their + Vector3f(0, 0.65f, 0));
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MoveToPosition(Their + Vector3f(0, 0.65f, 0));
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}
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}
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@ -2,7 +2,7 @@
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "Blaze.h"
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#include "Blaze.h"
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#include "../World.h"
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@ -25,3 +25,28 @@ void cBlaze::GetDrops(cItems & a_Drops, cEntity * a_Killer)
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void cBlaze::Attack(float a_Dt)
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{
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m_AttackInterval += a_Dt * m_AttackRate;
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if (m_Target != NULL && m_AttackInterval > 3.0)
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{
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// Setting this higher gives us more wiggle room for attackrate
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Vector3d Speed = GetLookVector() * 20;
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Speed.y = Speed.y + 1;
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cFireChargeEntity * FireCharge = new cFireChargeEntity(this, GetPosX(), GetPosY() + 1, GetPosZ(), Speed);
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if (FireCharge == NULL)
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{
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return;
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}
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if (!FireCharge->Initialize(m_World))
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{
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delete FireCharge;
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return;
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}
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m_World->BroadcastSpawnEntity(*FireCharge);
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m_AttackInterval = 0.0;
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// ToDo: Shoot 3 fireballs instead of 1.
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}
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}
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@ -18,6 +18,7 @@ public:
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CLASS_PROTODEF(cBlaze);
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CLASS_PROTODEF(cBlaze);
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virtual void GetDrops(cItems & a_Drops, cEntity * a_Killer = NULL) override;
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virtual void GetDrops(cItems & a_Drops, cEntity * a_Killer = NULL) override;
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virtual void Attack(float a_Dt) override;
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} ;
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} ;
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@ -2,7 +2,7 @@
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "Ghast.h"
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#include "Ghast.h"
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#include "../World.h"
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@ -25,3 +25,29 @@ void cGhast::GetDrops(cItems & a_Drops, cEntity * a_Killer)
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void cGhast::Attack(float a_Dt)
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{
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m_AttackInterval += a_Dt * m_AttackRate;
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if (m_Target != NULL && m_AttackInterval > 3.0)
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{
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// Setting this higher gives us more wiggle room for attackrate
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Vector3d Speed = GetLookVector() * 20;
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Speed.y = Speed.y + 1;
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cGhastFireballEntity * GhastBall = new cGhastFireballEntity(this, GetPosX(), GetPosY() + 1, GetPosZ(), Speed);
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if (GhastBall == NULL)
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{
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return;
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}
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if (!GhastBall->Initialize(m_World))
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{
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delete GhastBall;
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return;
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}
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m_World->BroadcastSpawnEntity(*GhastBall);
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m_AttackInterval = 0.0;
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}
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}
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@ -18,6 +18,7 @@ public:
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CLASS_PROTODEF(cGhast);
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CLASS_PROTODEF(cGhast);
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virtual void GetDrops(cItems & a_Drops, cEntity * a_Killer = NULL) override;
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virtual void GetDrops(cItems & a_Drops, cEntity * a_Killer = NULL) override;
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virtual void Attack(float a_Dt) override;
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bool IsCharging(void) const {return false; }
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bool IsCharging(void) const {return false; }
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} ;
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} ;
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@ -440,70 +440,12 @@ void cMonster::InStateEscaping(float a_Dt)
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void cMonster::Attack(float a_Dt)
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void cMonster::Attack(float a_Dt)
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{
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{
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m_AttackInterval += a_Dt * m_AttackRate;
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m_AttackInterval += a_Dt * m_AttackRate;
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if ((m_Target != NULL) && (m_AttackInterval > 3.0))
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if ((m_Target != NULL) && (m_AttackInterval > 3.0))
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// Setting this higher gives us more wiggle room for attackrate
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{
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{
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// Setting this higher gives us more wiggle room for attackrate
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switch (GetMobType())
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m_AttackInterval = 0.0;
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{
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((cPawn *)m_Target)->TakeDamage(*this);
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case mtSkeleton:
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}
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{
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Vector3d Speed = GetLookVector() * 20;
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Speed.y = Speed.y + 1;
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cArrowEntity * Arrow = new cArrowEntity(this, GetPosX(), GetPosY() + 1, GetPosZ(), Speed);
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if (Arrow == NULL)
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{
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return;
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}
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if (!Arrow->Initialize(m_World))
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{
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delete Arrow;
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return;
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}
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m_World->BroadcastSpawnEntity(*Arrow);
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break;
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}
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case mtGhast:
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{
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Vector3d Speed = GetLookVector() * 20;
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Speed.y = Speed.y + 1;
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cGhastFireballEntity * GhastBall = new cGhastFireballEntity(this, GetPosX(), GetPosY() + 1, GetPosZ(), Speed);
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if (GhastBall == NULL)
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{
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return;
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}
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if (!GhastBall->Initialize(m_World))
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{
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delete GhastBall;
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return;
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}
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m_World->BroadcastSpawnEntity(*GhastBall);
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break;
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}
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case mtBlaze:
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{
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Vector3d Speed = GetLookVector() * 20;
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Speed.y = Speed.y + 1;
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cFireChargeEntity * FireCharge = new cFireChargeEntity(this, GetPosX(), GetPosY() + 1, GetPosZ(), Speed);
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if (FireCharge == NULL)
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{
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return;
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}
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if (!FireCharge->Initialize(m_World))
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{
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delete FireCharge;
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return;
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}
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m_World->BroadcastSpawnEntity(*FireCharge);
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break;
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// ToDo: Shoot 3 fireballs instead of 1.
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}
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default:
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{
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((cPawn *)m_Target)->TakeDamage(*this);
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}
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}
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m_AttackInterval = 0.0;
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}
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}
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}
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@ -33,10 +33,37 @@ void cSkeleton::MoveToPosition(const Vector3f & a_Position)
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m_Destination = a_Position;
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m_Destination = a_Position;
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// If the destination is in the sun and if it is not night AND the skeleton isn't on fire then block the movement.
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// If the destination is in the sun and if it is not night AND the skeleton isn't on fire then block the movement.
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if ((m_World->GetBlockSkyLight((int) a_Position.x, (int) a_Position.y, (int) a_Position.z) == 15) && (m_World->GetTimeOfDay() < 13187) && !IsOnFire())
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if (!IsOnFire() && m_World->GetTimeOfDay() < 13187 && m_World->GetBlockSkyLight((int) a_Position.x, (int) a_Position.y, (int) a_Position.z) == 15)
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{
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{
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m_bMovingToDestination = false;
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m_bMovingToDestination = false;
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return;
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return;
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}
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}
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m_bMovingToDestination = true;
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m_bMovingToDestination = true;
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}
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void cSkeleton::Attack(float a_Dt)
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{
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m_AttackInterval += a_Dt * m_AttackRate;
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if (m_Target != NULL && m_AttackInterval > 3.0)
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{
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// Setting this higher gives us more wiggle room for attackrate
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Vector3d Speed = GetLookVector() * 20;
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Speed.y = Speed.y + 1;
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cArrowEntity * Arrow = new cArrowEntity(this, GetPosX(), GetPosY() + 1, GetPosZ(), Speed);
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if (Arrow == NULL)
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{
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return;
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}
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if (!Arrow->Initialize(m_World))
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{
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delete Arrow;
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return;
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}
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m_World->BroadcastSpawnEntity(*Arrow);
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m_AttackInterval = 0.0;
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}
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}
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}
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@ -19,6 +19,7 @@ public:
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virtual void GetDrops(cItems & a_Drops, cEntity * a_Killer = NULL) override;
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virtual void GetDrops(cItems & a_Drops, cEntity * a_Killer = NULL) override;
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virtual void MoveToPosition(const Vector3f & a_Position) override;
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virtual void MoveToPosition(const Vector3f & a_Position) override;
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virtual void Attack(float a_Dt) override;
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bool IsWither(void) const { return m_bIsWither; };
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bool IsWither(void) const { return m_bIsWither; };
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private:
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private:
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