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
62 lines
1.4 KiB
C++
62 lines
1.4 KiB
C++
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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 "../World.h"
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#include "../Entities/FireChargeEntity.h"
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cBlaze::cBlaze(void) :
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super("Blaze", mtBlaze, "mob.blaze.hit", "mob.blaze.death", 0.6, 1.8)
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{
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SetGravity(-8.0f);
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SetAirDrag(0.05f);
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}
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void cBlaze::GetDrops(cItems & a_Drops, cEntity * a_Killer)
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{
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if ((a_Killer != nullptr) && (a_Killer->IsPlayer() || a_Killer->IsA("cWolf")))
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{
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unsigned int LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchLooting);
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AddRandomDropItem(a_Drops, 0, 1 + LootingLevel, E_ITEM_BLAZE_ROD);
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}
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}
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bool cBlaze::Attack(std::chrono::milliseconds a_Dt)
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{
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m_AttackInterval += (static_cast<float>(a_Dt.count()) / 1000) * m_AttackRate;
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if ((m_Target != nullptr) && (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 == nullptr)
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{
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return false;
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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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FireCharge = nullptr;
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return false;
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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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return true;
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}
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return false;
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}
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