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-rw-r--r--src/Mobs/PassiveMonster.h40
1 files changed, 0 insertions, 40 deletions
diff --git a/src/Mobs/PassiveMonster.h b/src/Mobs/PassiveMonster.h
index 67d7399d8..15900a95d 100644
--- a/src/Mobs/PassiveMonster.h
+++ b/src/Mobs/PassiveMonster.h
@@ -31,47 +31,7 @@ public:
/** When hit by someone, run away */
virtual bool DoTakeDamage(TakeDamageInfo & a_TDI) override;
- /** Returns the items that the animal of this class follows when a player holds it in hand. */
- virtual void GetFollowedItems(cItems & a_Items) { }
-
- /** Returns the items that make the animal breed - this is usually the same as the ones that make the animal follow, but not necessarily. */
- virtual void GetBreedingItems(cItems & a_Items) { GetFollowedItems(a_Items); }
-
- /** Called after the baby is born, allows the baby to inherit the parents' properties (color, etc.) */
- virtual void InheritFromParents(cPassiveMonster * a_Parent1, cPassiveMonster * a_Parent2) { }
-
- /** Returns the partner which the monster is currently mating with. */
- cPassiveMonster * GetPartner(void) const { return m_LovePartner; }
-
- /** Start the mating process. Causes the monster to keep bumping into the partner until m_MatingTimer reaches zero. */
- void EngageLoveMode(cPassiveMonster * a_Partner);
-
- /** Finish the mating process. Called after a baby is born. Resets all breeding related timers and sets m_LoveCooldown to 20 minutes. */
- void ResetLoveMode();
-
- /** Returns whether the monster has just been fed and is ready to mate. If this is "true" and GetPartner isn't "nullptr", then the monster is mating. */
- bool IsInLove() const { return (m_LoveTimer > 0); }
-
- /** Returns whether the monster is tired of breeding and is in the cooldown state. */
- bool IsInLoveCooldown() const { return (m_LoveCooldown > 0); }
-
virtual void Destroyed(void) override;
-
-protected:
- /** The monster's breeding partner. */
- cPassiveMonster * m_LovePartner;
-
- /** Remembers the player is was last fed by for statistics tracking */
- cUUID m_Feeder;
-
- /** If above 0, the monster is in love mode, and will breed if a nearby monster is also in love mode. Decrements by 1 per tick till reaching zero. */
- int m_LoveTimer;
-
- /** If above 0, the monster is in cooldown mode and will refuse to breed. Decrements by 1 per tick till reaching zero. */
- int m_LoveCooldown;
-
- /** The monster is engaged in mating, once this reaches zero, a baby will be born. Decrements by 1 per tick till reaching zero, then a baby is made and ResetLoveMode() is called. */
- int m_MatingTimer;
};