diff options
Diffstat (limited to 'source/Mobs/Monster.h')
-rw-r--r-- | source/Mobs/Monster.h | 16 |
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;} |