#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "Skeleton.h" #include "../World.h" cSkeleton::cSkeleton(bool IsWither) : super("Skeleton", mtSkeleton, "mob.skeleton.hurt", "mob.skeleton.death", 0.6, 1.8), m_bIsWither(IsWither) { SetBurnsInDaylight(true); } void cSkeleton::GetDrops(cItems & a_Drops, cEntity * a_Killer) { AddRandomDropItem(a_Drops, 0, 2, E_ITEM_ARROW); AddRandomDropItem(a_Drops, 0, 2, E_ITEM_BONE); } void cSkeleton::MoveToPosition(const Vector3f & a_Position) { // If the destination is in the sun and if it is not night AND the skeleton isn't on fire then block the movement. if ( !IsOnFire() && (m_World->GetTimeOfDay() < 13187) && (m_World->GetBlockSkyLight((int) a_Position.x, (int) a_Position.y, (int) a_Position.z) == 15) ) { m_bMovingToDestination = false; return; } super::MoveToPosition(a_Position); } void cSkeleton::Attack(float a_Dt) { m_AttackInterval += a_Dt * m_AttackRate; if (m_Target != NULL && m_AttackInterval > 3.0) { // Setting this higher gives us more wiggle room for attackrate Vector3d Speed = GetLookVector() * 20; Speed.y = Speed.y + 1; cArrowEntity * Arrow = new cArrowEntity(this, GetPosX(), GetPosY() + 1, GetPosZ(), Speed); if (Arrow == NULL) { return; } if (!Arrow->Initialize(m_World)) { delete Arrow; return; } m_World->BroadcastSpawnEntity(*Arrow); m_AttackInterval = 0.0; } }