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-rw-r--r--source/Mobs/Skeleton.cpp29
1 files changed, 28 insertions, 1 deletions
diff --git a/source/Mobs/Skeleton.cpp b/source/Mobs/Skeleton.cpp
index 578b5eb67..6a1068337 100644
--- a/source/Mobs/Skeleton.cpp
+++ b/source/Mobs/Skeleton.cpp
@@ -33,10 +33,37 @@ void cSkeleton::MoveToPosition(const Vector3f & a_Position)
m_Destination = a_Position;
// If the destination is in the sun and if it is not night AND the skeleton isn't on fire then block the movement.
- if ((m_World->GetBlockSkyLight((int) a_Position.x, (int) a_Position.y, (int) a_Position.z) == 15) && (m_World->GetTimeOfDay() < 13187) && !IsOnFire())
+ if (!IsOnFire() && m_World->GetTimeOfDay() < 13187 && m_World->GetBlockSkyLight((int) a_Position.x, (int) a_Position.y, (int) a_Position.z) == 15)
{
m_bMovingToDestination = false;
return;
}
m_bMovingToDestination = true;
+}
+
+
+
+
+void cSkeleton::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;
+ cArrowEntity * Arrow = new cArrowEntity(this, GetPosX(), GetPosY() + 1, GetPosZ(), Speed);
+ if (Arrow == NULL)
+ {
+ return;
+ }
+ if (!Arrow->Initialize(m_World))
+ {
+ delete Arrow;
+ return;
+ }
+ m_World->BroadcastSpawnEntity(*Arrow);
+ m_AttackInterval = 0.0;
+ }
} \ No newline at end of file