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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "Blaze.h"
#include "../World.h"
#include "../Entities/FireChargeEntity.h"
cBlaze::cBlaze(void) :
super(mtBlaze, "entity.blaze.hurt", "entity.blaze.death", 0.6, 1.8)
{
m_EMPersonality = AGGRESSIVE;
SetGravity(-8.0f);
SetAirDrag(0.05f);
GetMonsterConfig("Blaze");
}
void cBlaze::GetDrops(cItems & a_Drops, cEntity * a_Killer)
{
if ((a_Killer != nullptr) && (a_Killer->IsPlayer() || a_Killer->IsA("cWolf")))
{
unsigned int LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchLooting);
AddRandomDropItem(a_Drops, 0, 1 + LootingLevel, E_ITEM_BLAZE_ROD);
}
}
// mobTODO
/*
bool cBlaze::Attack(std::chrono::milliseconds a_Dt)
{
if ((GetTarget() != nullptr) && (m_AttackCoolDownTicksLeft == 0))
{
// Setting this higher gives us more wiggle room for attackrate
Vector3d Speed = GetLookVector() * 20;
Speed.y = Speed.y + 1;
auto FireCharge = cpp14::make_unique<cFireChargeEntity>(this, GetPosX(), GetPosY() + 1, GetPosZ(), Speed);
auto FireChargePtr = FireCharge.get();
if (!FireChargePtr->Initialize(std::move(FireCharge), *m_World))
{
return false;
}
ResetAttackCooldown();
// ToDo: Shoot 3 fireballs instead of 1.
return true;
}
return false;
}*/
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