From a49c004278b0e300521e9cedf44a46ac843a958b Mon Sep 17 00:00:00 2001 From: "madmaxoft@gmail.com" Date: Sat, 13 Apr 2013 21:02:10 +0000 Subject: Rewritten entities so that they are owned by individual chunks and ticked within their chunk's Tick() git-svn-id: http://mc-server.googlecode.com/svn/trunk@1385 0a769ca7-a7f5-676a-18bf-c427514a06d6 --- source/Mobs/Monster.h | 16 ++++++++-------- 1 file changed, 8 insertions(+), 8 deletions(-) (limited to 'source/Mobs/Monster.h') 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;} -- cgit v1.2.3