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* Item-dropping code rewritten and centralized - now there's only one place to modify if we want to split or merge same-item drops: cWorld:SpawnItemPickups(). Also, mined blocks can now drop more items, and they recognize if they're being mined by the correct tool.madmaxoft@gmail.com2012-06-061-13/+5
* Fixed player heads always pointing north (new EntityHeadLook packet)madmaxoft@gmail.com2012-03-191-1/+1
* Split chunk data into separate arrays; decoupled most sources from cChunk.h dependencymadmaxoft@gmail.com2012-03-141-1/+0
* Fixing compilation on Drawin 9 / MacOS Xmadmaxoft@gmail.com2012-03-121-1/+1
* Fixed a few obsoleted functionsmadmaxoft@gmail.com2012-03-101-1/+1
* Removed some more cChunkPtr usagemadmaxoft@gmail.com2012-02-201-20/+16
* No longer using pointers for Vector3(f/d/i) in cEntity's and cTracerfaketruth2012-02-151-44/+40
* Rewritten most of the code for multithreading; still not 100%, but getting there. If this commit proves to be too problematic, we can always undo it.madmaxoft@gmail.com2012-02-131-51/+82
* Rewritten cAuthenticator to make use of the new cIsThread architecture - now authentication runs in a single separate thread for all clients;madmaxoft@gmail.com2012-02-011-1/+1
* Slight code cleanup, no big changesmadmaxoft@gmail.com2012-01-311-3/+3
* VC2008 / VC2010: Enabled precompiled header through Globals.h; the header included in every module in the project. Compilation optimization.madmaxoft@gmail.com2012-01-291-5/+7
* - Implemented Drops from Burning animalslapayo94@gmail.com2011-12-281-68/+7
* - improved ClosestPlayerDetection (Really the closest now ;))lapayo94@gmail.com2011-12-261-29/+45
* - Linux compatible fixes including updated makefilemtilden@gmail.com2011-12-261-5/+9
* - Fixed Bug #99 -> Mobs no longer bother you in creative modelapayo94@gmail.com2011-12-251-76/+35
* Fixes:lapayo94@gmail.com2011-12-221-1/+1
* - Crafting fixed in 1.0.0lapayo94@gmail.com2011-12-211-0/+17
* Patch with diff file created by Sebi (implemented some stuff like lava physics, drops are deleted when in lava, water is now slower, lava gives actual damage etc.). Pistons now work mostly as they should. They do not yet show the motion animation and do not emit sound. They do extend, push, and retract as they should though. Right now the only way to activate a piston is to light redstone wire adjacent to it with a redstone torch.admin@omencraft.com2011-11-061-9/+9
* Prepared some parts of the code for multi world support, I created lots of TODO'sfaketruth2011-10-311-13/+13
* MCServer c++ source filesfaketruth2011-10-031-0/+609