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-rw-r--r--src/Mobs/Skeleton.cpp21
1 files changed, 1 insertions, 20 deletions
diff --git a/src/Mobs/Skeleton.cpp b/src/Mobs/Skeleton.cpp
index 331c8e8ad..f99404669 100644
--- a/src/Mobs/Skeleton.cpp
+++ b/src/Mobs/Skeleton.cpp
@@ -37,7 +37,7 @@ void cSkeleton::GetDrops(cItems & a_Drops, cEntity * a_Killer)
else
{
AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_ARROW);
-
+
}
AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_BONE);
AddRandomArmorDropItem(a_Drops, LootingLevel);
@@ -48,25 +48,6 @@ void cSkeleton::GetDrops(cItems & a_Drops, cEntity * a_Killer)
-void cSkeleton::MoveToPosition(const Vector3d & a_Position)
-{
- // If the destination is sufficiently skylight challenged AND the skeleton isn't on fire then block the movement
- if (
- !IsOnFire() &&
- (m_World->GetBlockSkyLight((int)floor(a_Position.x), (int)floor(a_Position.y), (int)floor(a_Position.z)) - m_World->GetSkyDarkness() > 8)
- )
- {
- m_bMovingToDestination = false;
- return;
- }
-
- super::MoveToPosition(a_Position);
-}
-
-
-
-
-
void cSkeleton::Attack(std::chrono::milliseconds a_Dt)
{
m_AttackInterval += (static_cast<float>(a_Dt.count()) / 1000) * m_AttackRate;