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-rw-r--r--source/Mobs/Skeleton.cpp70
1 files changed, 0 insertions, 70 deletions
diff --git a/source/Mobs/Skeleton.cpp b/source/Mobs/Skeleton.cpp
deleted file mode 100644
index 509c2191e..000000000
--- a/source/Mobs/Skeleton.cpp
+++ /dev/null
@@ -1,70 +0,0 @@
-
-#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
-
-#include "Skeleton.h"
-#include "../World.h"
-
-
-
-
-cSkeleton::cSkeleton(bool IsWither) :
- super("Skeleton", mtSkeleton, "mob.skeleton.hurt", "mob.skeleton.death", 0.6, 1.8),
- m_bIsWither(IsWither)
-{
- SetBurnsInDaylight(true);
-}
-
-
-
-
-
-void cSkeleton::GetDrops(cItems & a_Drops, cEntity * a_Killer)
-{
- AddRandomDropItem(a_Drops, 0, 2, E_ITEM_ARROW);
- AddRandomDropItem(a_Drops, 0, 2, E_ITEM_BONE);
-}
-
-
-
-
-
-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 (!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