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-rw-r--r--src/Mobs/Enderman.cpp17
1 files changed, 9 insertions, 8 deletions
diff --git a/src/Mobs/Enderman.cpp b/src/Mobs/Enderman.cpp
index 000496df0..5cfe0d4cd 100644
--- a/src/Mobs/Enderman.cpp
+++ b/src/Mobs/Enderman.cpp
@@ -10,7 +10,8 @@
////////////////////////////////////////////////////////////////////////////////
// cPlayerLookCheck
-class cPlayerLookCheck
+class cPlayerLookCheck :
+ public cPlayerListCallback
{
public:
cPlayerLookCheck(Vector3d a_EndermanPos, int a_SightDistance) :
@@ -20,29 +21,29 @@ public:
{
}
- bool operator () (cPlayer & a_Player)
+ virtual bool Item(cPlayer * a_Player) override
{
// Don't check players who cannot be targeted
- if (!a_Player.CanMobsTarget())
+ if (!a_Player->CanMobsTarget())
{
return false;
}
// Don't check players who are more than SightDistance (64) blocks away
- auto Direction = m_EndermanPos - a_Player.GetPosition();
+ auto Direction = m_EndermanPos - a_Player->GetPosition();
if (Direction.Length() > m_SightDistance)
{
return false;
}
// Don't check if the player has a pumpkin on his head
- if (a_Player.GetEquippedHelmet().m_ItemType == E_BLOCK_PUMPKIN)
+ if (a_Player->GetEquippedHelmet().m_ItemType == E_BLOCK_PUMPKIN)
{
return false;
}
// If the player's crosshair is within 5 degrees of the enderman, it counts as looking
- auto LookVector = a_Player.GetLookVector();
+ auto LookVector = a_Player->GetLookVector();
auto dot = Direction.Dot(LookVector);
if (dot <= cos(0.09)) // 0.09 rad ~ 5 degrees
{
@@ -50,13 +51,13 @@ public:
}
// TODO: Check if endermen are angered through water in Vanilla
- if (!cLineBlockTracer::LineOfSightTrace(*a_Player.GetWorld(), m_EndermanPos, a_Player.GetPosition(), cLineBlockTracer::losAirWater))
+ if (!cLineBlockTracer::LineOfSightTrace(*a_Player->GetWorld(), m_EndermanPos, a_Player->GetPosition(), cLineBlockTracer::losAirWater))
{
// No direct line of sight
return false;
}
- m_Player = &a_Player;
+ m_Player = a_Player;
return true;
}