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cuberite-2a/src/Mobs/PassiveAggressiveMonster.cpp
Gargaj 97ddcc1c0a neutral mobs shouldn't chase the player unless aggro'd
code style

neutral mobs shouldn't chase the player unless aggro'd

neutral mobs shouldn't chase the player unless aggro'd

Merge branch 'chilloutyo' of github.com:Gargaj/cuberite into chilloutyo

Conflicts:
	src/Mobs/PassiveAggressiveMonster.h

code style

Merge branch 'chilloutyo' of github.com:Gargaj/cuberite into chilloutyo
2015-11-08 23:42:26 +01:00

48 lines
931 B
C++

#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "PassiveAggressiveMonster.h"
#include "../Entities/Player.h"
cPassiveAggressiveMonster::cPassiveAggressiveMonster(const AString & a_ConfigName, eMonsterType a_MobType, const AString & a_SoundHurt, const AString & a_SoundDeath, double a_Width, double a_Height) :
super(a_ConfigName, a_MobType, a_SoundHurt, a_SoundDeath, a_Width, a_Height)
{
m_EMPersonality = PASSIVE;
}
bool cPassiveAggressiveMonster::DoTakeDamage(TakeDamageInfo & a_TDI)
{
if (!super::DoTakeDamage(a_TDI))
{
return false;
}
if ((m_Target != nullptr) && (m_Target->IsPlayer()))
{
if (!static_cast<cPlayer *>(m_Target)->IsGameModeCreative())
{
m_EMState = CHASING;
}
}
return true;
}
void cPassiveAggressiveMonster::EventSeePlayer(cEntity *)
{
// don't do anything, neutral mobs don't react to just seeing the player
}