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-rw-r--r--source/Mobs/Monster.h16
1 files changed, 8 insertions, 8 deletions
diff --git a/source/Mobs/Monster.h b/source/Mobs/Monster.h
index 5f30168f9..c7abeb243 100644
--- a/source/Mobs/Monster.h
+++ b/source/Mobs/Monster.h
@@ -24,6 +24,7 @@ class cMonster :
typedef cPawn super;
public:
// tolua_end
+ float m_SightDistance;
/** Creates the mob object.
* If a_ConfigName is not empty, the configuration is loaded using GetMonsterConfig()
@@ -36,7 +37,7 @@ public:
virtual void SpawnOn(cClientHandle & a_ClientHandle) override;
- virtual void Tick(float a_Dt, MTRand & a_TickRandom) override;
+ virtual void Tick(float a_Dt, cChunk & a_Chunk) override;
virtual void HandlePhysics(float a_Dt);
virtual void ReplicateMovement(void);
@@ -53,20 +54,19 @@ public:
const char * GetState();
void SetState(const AString & str);
- virtual void CheckEventSeePlayer(MTRand & a_TickRandom);
- virtual void EventSeePlayer(cEntity *, MTRand & a_TickRandom);
- float m_SightDistance;
+ virtual void CheckEventSeePlayer(void);
+ virtual void EventSeePlayer(cEntity * a_Player);
virtual cPlayer * FindClosestPlayer(); // non static is easier. also virtual so other mobs can implement their own searching algo
/// Reads the monster configuration for the specified monster name and assigns it to this object.
void GetMonsterConfig(const AString & a_Name);
virtual void EventLosePlayer(void);
- virtual void CheckEventLostPlayer(MTRand & a_TickRandom);
+ virtual void CheckEventLostPlayer(void);
- virtual void InStateIdle (float a_Dt, MTRand & a_TickRandom);
- virtual void InStateChasing (float a_Dt, MTRand & a_TickRandom);
- virtual void InStateEscaping(float a_Dt, MTRand & a_TickRandom);
+ virtual void InStateIdle (float a_Dt);
+ virtual void InStateChasing (float a_Dt);
+ virtual void InStateEscaping(float a_Dt);
virtual void Attack(float a_Dt);
int GetMobType() {return m_MobType;}