392a3d319c
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
65 lines
1.3 KiB
C++
65 lines
1.3 KiB
C++
|
|
#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
|
|
|
|
#include "Ghast.h"
|
|
#include "../World.h"
|
|
#include "../Entities/GhastFireballEntity.h"
|
|
|
|
|
|
|
|
|
|
cGhast::cGhast(void) :
|
|
super("Ghast", mtGhast, "mob.ghast.scream", "mob.ghast.death", 4, 4)
|
|
{
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cGhast::GetDrops(cItems & a_Drops, cEntity * a_Killer)
|
|
{
|
|
unsigned int LootingLevel = 0;
|
|
if (a_Killer != nullptr)
|
|
{
|
|
LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchLooting);
|
|
}
|
|
AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_GUNPOWDER);
|
|
AddRandomDropItem(a_Drops, 0, 1 + LootingLevel, E_ITEM_GHAST_TEAR);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
bool cGhast::Attack(std::chrono::milliseconds a_Dt)
|
|
{
|
|
m_AttackInterval += (static_cast<float>(a_Dt.count()) / 1000) * m_AttackRate;
|
|
|
|
if ((m_Target != nullptr) && (m_AttackInterval > 3.0))
|
|
{
|
|
// Setting this higher gives us more wiggle room for attackrate
|
|
Vector3d Speed = GetLookVector() * 20;
|
|
Speed.y = Speed.y + 1;
|
|
cGhastFireballEntity * GhastBall = new cGhastFireballEntity(this, GetPosX(), GetPosY() + 1, GetPosZ(), Speed);
|
|
if (GhastBall == nullptr)
|
|
{
|
|
return false;
|
|
}
|
|
if (!GhastBall->Initialize(*m_World))
|
|
{
|
|
delete GhastBall;
|
|
GhastBall = nullptr;
|
|
return false;
|
|
}
|
|
m_World->BroadcastSpawnEntity(*GhastBall);
|
|
m_AttackInterval = 0.0;
|
|
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
|