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-rw-r--r--src/Mobs/Monster.h29
1 files changed, 14 insertions, 15 deletions
diff --git a/src/Mobs/Monster.h b/src/Mobs/Monster.h
index 59bcdaa37..4af7cf4f1 100644
--- a/src/Mobs/Monster.h
+++ b/src/Mobs/Monster.h
@@ -61,13 +61,13 @@ public:
enum eFamily
{
- mfHostile = 0, // Spider, Zombies ...
- mfPassive = 1, // Cows, Pigs
- mfAmbient = 2, // Bats
- mfWater = 3, // Squid
+ mfHostile = 0, // Spider, Zombies ...
+ mfPassive = 1, // Cows, Pigs
+ mfAmbient = 2, // Bats
+ mfWater = 3, // Squid
mfNoSpawn,
- mfUnhandled, // Nothing. Be sure this is the last and the others are in order
+ mfUnhandled, // Nothing. Be sure this is the last and the others are in order
} ;
// tolua_end
@@ -76,9 +76,9 @@ public:
enum MPersonality{PASSIVE,AGGRESSIVE,COWARDLY} m_EMPersonality;
/** Creates the mob object.
- * If a_ConfigName is not empty, the configuration is loaded using GetMonsterConfig()
- * a_MobType is the type of the mob (also used in the protocol ( http://wiki.vg/Entities#Mobs , 2012_12_22))
- * a_SoundHurt and a_SoundDeath are assigned into m_SoundHurt and m_SoundDeath, respectively
+ If a_ConfigName is not empty, the configuration is loaded using GetMonsterConfig()
+ a_MobType is the type of the mob (also used in the protocol ( http://wiki.vg/Entities#Mobs 2012_12_22))
+ a_SoundHurt and a_SoundDeath are assigned into m_SoundHurt and m_SoundDeath, respectively
*/
cMonster(const AString & a_ConfigName, eType a_MobType, const AString & a_SoundHurt, const AString & a_SoundDeath, double a_Width, double a_Height);
@@ -92,8 +92,7 @@ public:
virtual void KilledBy(TakeDamageInfo & a_TDI) override;
- virtual void MoveToPosition(const Vector3f & a_Position);
- virtual void MoveToPosition(const Vector3d & a_Position); // tolua_export
+ virtual void MoveToPosition(const Vector3d & a_Position); // tolua_export
virtual bool ReachedDestination(void);
// tolua_begin
@@ -233,7 +232,7 @@ protected:
AString m_SoundHurt;
AString m_SoundDeath;
- float m_AttackRate;
+ float m_AttackRate;
int m_AttackDamage;
int m_AttackRange;
float m_AttackInterval;
@@ -250,13 +249,13 @@ protected:
bool m_BurnsInDaylight;
/** Adds a random number of a_Item between a_Min and a_Max to itemdrops a_Drops*/
- void AddRandomDropItem(cItems & a_Drops, unsigned int a_Min, unsigned int a_Max, short a_Item, short a_ItemHealth = 0);
+ void AddRandomDropItem(cItems & a_Drops, unsigned int a_Min, unsigned int a_Max, short a_Item, short a_ItemHealth = 0);
/** Adds a item a_Item with the chance of a_Chance (in percent) to itemdrops a_Drops*/
- void AddRandomUncommonDropItem(cItems & a_Drops, float a_Chance, short a_Item, short a_ItemHealth = 0);
+ void AddRandomUncommonDropItem(cItems & a_Drops, float a_Chance, short a_Item, short a_ItemHealth = 0);
/** Adds one rare item out of the list of rare items a_Items modified by the looting level a_LootingLevel(I-III or custom) to the itemdrop a_Drops*/
- void AddRandomRareDropItem(cItems & a_Drops, cItems & a_Items, short a_LootingLevel);
+ void AddRandomRareDropItem(cItems & a_Drops, cItems & a_Items, short a_LootingLevel);
/** Adds armor that is equipped with the chance saved in m_DropChance[...] (this will be greter than 1 if piccked up or 0.085 + (0.01 per LootingLevel) if born with) to the drop*/
void AddRandomArmorDropItem(cItems & a_Drops, short a_LootingLevel);
@@ -265,7 +264,7 @@ protected:
void AddRandomWeaponDropItem(cItems & a_Drops, short a_LootingLevel);
-} ; // tolua_export
+} ; // tolua_export