97ddcc1c0a
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
48 lines
931 B
C++
48 lines
931 B
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 "PassiveAggressiveMonster.h"
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#include "../Entities/Player.h"
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cPassiveAggressiveMonster::cPassiveAggressiveMonster(const AString & a_ConfigName, eMonsterType a_MobType, const AString & a_SoundHurt, const AString & a_SoundDeath, double a_Width, double a_Height) :
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super(a_ConfigName, a_MobType, a_SoundHurt, a_SoundDeath, a_Width, a_Height)
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{
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m_EMPersonality = PASSIVE;
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}
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bool cPassiveAggressiveMonster::DoTakeDamage(TakeDamageInfo & a_TDI)
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{
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if (!super::DoTakeDamage(a_TDI))
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{
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return false;
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}
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if ((m_Target != nullptr) && (m_Target->IsPlayer()))
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{
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if (!static_cast<cPlayer *>(m_Target)->IsGameModeCreative())
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{
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m_EMState = CHASING;
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}
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}
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return true;
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}
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void cPassiveAggressiveMonster::EventSeePlayer(cEntity *)
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{
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// don't do anything, neutral mobs don't react to just seeing the player
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}
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