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author | wiseoldman95 <softwatt@gmx.com> | 2015-05-01 19:34:24 +0200 |
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committer | wiseoldman95 <softwatt@gmx.com> | 2015-05-02 13:32:33 +0200 |
commit | 3586f258530aafb53ac8e1f35ab5d90f19311124 (patch) | |
tree | 58c21f9d39489a46190d93700b418864cd16b782 /src/Mobs/Zombie.cpp | |
parent | Merge pull request #1920 from wiseoldman95/SquashedPathFinder (diff) | |
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Diffstat (limited to 'src/Mobs/Zombie.cpp')
-rw-r--r-- | src/Mobs/Zombie.cpp | 24 |
1 files changed, 0 insertions, 24 deletions
diff --git a/src/Mobs/Zombie.cpp b/src/Mobs/Zombie.cpp index b2738050e..fa4ac855d 100644 --- a/src/Mobs/Zombie.cpp +++ b/src/Mobs/Zombie.cpp @@ -37,27 +37,3 @@ void cZombie::GetDrops(cItems & a_Drops, cEntity * a_Killer) AddRandomArmorDropItem(a_Drops, LootingLevel); AddRandomWeaponDropItem(a_Drops, LootingLevel); } - - - - - -void cZombie::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(); - } -} - - - - |