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 066f17495..5f789fa47 100644 --- a/source/Mobs/Monster.h +++ b/source/Mobs/Monster.h @@ -36,7 +36,7 @@ public: virtual void SpawnOn(cClientHandle & a_ClientHandle) override; - virtual void Tick(float a_Dt) override; + virtual void Tick(float a_Dt, MTRand & a_TickRandom) override; virtual void HandlePhysics(float a_Dt); virtual void ReplicateMovement(void); @@ -53,20 +53,20 @@ public: const char * GetState(); void SetState(const AString & str); - virtual void CheckEventSeePlayer(); - virtual void EventSeePlayer(cEntity *); + virtual void CheckEventSeePlayer(MTRand & a_TickRandom); + virtual void EventSeePlayer(cEntity *, MTRand & a_TickRandom); float m_SightDistance; 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(); - virtual void CheckEventLostPlayer(); + virtual void EventLosePlayer(void); + virtual void CheckEventLostPlayer(MTRand & a_TickRandom); - virtual void InStateIdle(float a_Dt); - virtual void InStateChasing(float a_Dt); - virtual void InStateEscaping(float a_Dt); + 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 Attack(float a_Dt); int GetMobType() {return m_MobType;} |