1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
|
#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "Blaze.h"
#include "../World.h"
cBlaze::cBlaze(void) :
// TODO: The size is only a guesstimate, measure in vanilla and fix the size values here
super("Blaze", mtBlaze, "mob.blaze.hit", "mob.blaze.death", 0.7, 1.8)
{
}
void cBlaze::GetDrops(cItems & a_Drops, cEntity * a_Killer)
{
if (a_Killer->IsA("cPlayer") || a_Killer->IsA("cWolf"))
{
int LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(21);
AddRandomDropItem(a_Drops, 0, 1 + LootingLevel, E_ITEM_BLAZE_ROD);
}
}
void cBlaze::Attack(float a_Dt)
{
m_AttackInterval += a_Dt * m_AttackRate;
if (m_Target != NULL && m_AttackInterval > 3.0)
{
// Setting this higher gives us more wiggle room for attackrate
Vector3d Speed = GetLookVector() * 20;
Speed.y = Speed.y + 1;
cFireChargeEntity * FireCharge = new cFireChargeEntity(this, GetPosX(), GetPosY() + 1, GetPosZ(), Speed);
if (FireCharge == NULL)
{
return;
}
if (!FireCharge->Initialize(m_World))
{
delete FireCharge;
return;
}
m_World->BroadcastSpawnEntity(*FireCharge);
m_AttackInterval = 0.0;
// ToDo: Shoot 3 fireballs instead of 1.
}
}
|