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path: root/src/Mobs/PassiveMonster.h (unfollow)
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2014-09-17Added first test to show the object can be createdTycho1-1/+1
2014-04-26Add entity invulnerableHowaner1-1/+1
2014-01-29Did what xoft saidtonibm191-1/+2
2014-01-29Rewritten code.tonibm191-0/+2
2013-11-24Moved source to srcAlexander Harkness1-0/+0
2013-10-20Fixed loading allowed mobs in world.madmaxoft1-1/+1
2013-09-10Inside cMonster::getMobFamily() : replacing Polymorphism by Map, in order to remove redundancymgueydan1-1/+0
2013-09-07Adding Family for monsters : Hostile/Passive/Water/Ambientmgueydan1-0/+2
2013-07-01Rewritten entity-on-fire management ("forever on fire" bugs)madmaxoft@gmail.com1-1/+1
2013-04-13Rewritten entities so that they are owned by individual chunks and ticked within their chunk's Tick()madmaxoft@gmail.com1-1/+1
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.com1-1/+1
2012-12-22Reduced most mobs' constructors to oneliners by passing parameters to superclassesmadmaxoft@gmail.com1-1/+1
2012-12-21Refactored the TakeDamage API to take equipped weapon and armor into consideration (PvP untested)madmaxoft@gmail.com1-6/+18
2012-09-23Source files cleanup: Mobs-related files in a separate subfolder, renamed.madmaxoft@gmail.com1-1/+1
2011-12-25- Fixed Bug #99 -> Mobs no longer bother you in creative modelapayo94@gmail.com1-0/+14