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authorwiseoldman95 <softwatt@gmx.com>2015-05-01 19:34:24 +0200
committerwiseoldman95 <softwatt@gmx.com>2015-05-02 13:32:33 +0200
commit3586f258530aafb53ac8e1f35ab5d90f19311124 (patch)
tree58c21f9d39489a46190d93700b418864cd16b782 /src/Mobs/Skeleton.cpp
parentMerge pull request #1920 from wiseoldman95/SquashedPathFinder (diff)
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Diffstat (limited to 'src/Mobs/Skeleton.cpp')
-rw-r--r--src/Mobs/Skeleton.cpp20
1 files changed, 0 insertions, 20 deletions
diff --git a/src/Mobs/Skeleton.cpp b/src/Mobs/Skeleton.cpp
index ef049f8d4..f99404669 100644
--- a/src/Mobs/Skeleton.cpp
+++ b/src/Mobs/Skeleton.cpp
@@ -48,26 +48,6 @@ void cSkeleton::GetDrops(cItems & a_Drops, cEntity * a_Killer)
-void cSkeleton::MoveToPosition(const Vector3d & a_Position)
-{
- // Todo use WouldBurnAt(), not sure how to obtain a chunk though...
- super::MoveToPosition(a_Position); // Look at the player and update m_Destination to hit them if they're close
-
- // If the destination is sufficiently skylight challenged AND the skeleton isn't on fire AND we weren't attacked recently then block the movement
- if (
- !IsOnFire() &&
- (m_World->GetBlockSkyLight((int)floor(a_Position.x), (int)floor(a_Position.y), (int)floor(a_Position.z)) - m_World->GetSkyDarkness() > 8) &&
- m_TicksSinceLastDamaged == 100
- )
- {
- StopMovingToPosition();
- }
-}
-
-
-
-
-
void cSkeleton::Attack(std::chrono::milliseconds a_Dt)
{
m_AttackInterval += (static_cast<float>(a_Dt.count()) / 1000) * m_AttackRate;