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path: root/src/Mobs/PassiveMonster.cpp (unfollow)
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2014-04-26Add entity invulnerableHowaner1-2/+6
2014-01-29Did what xoft saidtonibm191-1/+1
2014-01-29Rewritten code.tonibm191-1/+15
2014-01-24Large reworking of mob code [SEE DESC]Tiger Wang1-14/+2
2013-11-24Moved source to srcAlexander Harkness1-0/+0
2013-10-20Fixed loading allowed mobs in world.madmaxoft1-2/+2
2013-09-10Inside cMonster::getMobFamily() : replacing Polymorphism by Map, in order to remove redundancymgueydan1-6/+0
2013-09-07Adding Family for monsters : Hostile/Passive/Water/Ambientmgueydan1-0/+7
2013-08-16Replaced E_ENTITY_TYPE_XXX with cMonster::mtXXX.madmaxoft1-0/+1
2013-07-01Rewritten entity-on-fire management ("forever on fire" bugs)madmaxoft@gmail.com1-2/+2
2013-04-13Rewritten entities so that they are owned by individual chunks and ticked within their chunk's Tick()madmaxoft@gmail.com1-4/+4
2012-12-22MTRand reference is now passed as a Tick() parameter so that it isn't created and destroyed over and over again. All entities will handle physics (empty callback for now)madmaxoft@gmail.com1-5/+4
2012-12-22Reduced most mobs' constructors to oneliners by passing parameters to superclassesmadmaxoft@gmail.com1-2/+3
2012-12-21Refactored the TakeDamage API to take equipped weapon and armor into consideration (PvP untested)madmaxoft@gmail.com1-12/+23
2012-09-23Source files cleanup: Mobs-related files in a separate subfolder, renamed.madmaxoft@gmail.com1-2/+2
2012-06-14Attempt to bring sanity to newlines across systems.cedeel@gmail.com1-45/+45
2012-01-29VC2008 / VC2010: Enabled precompiled header through Globals.h; the header included in every module in the project. Compilation optimization.madmaxoft@gmail.com1-0/+6
2011-12-26- improved Simulator system lapayo94@gmail.com1-1/+2
2011-12-26 - Linux compatible fixes including updated makefilemtilden@gmail.com1-1/+3
2011-12-25- Fixed Bug #99 -> Mobs no longer bother you in creative modelapayo94@gmail.com1-0/+37