#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "Ghast.h" #include "../World.h" #include "../Entities/GhastFireballEntity.h" cGhast::cGhast(void) : super("Ghast", mtGhast, "mob.ghast.scream", "mob.ghast.death", 4, 4) { } void cGhast::GetDrops(cItems & a_Drops, cEntity * a_Killer) { int LootingLevel = 0; if (a_Killer != nullptr) { LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchLooting); } AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_GUNPOWDER); AddRandomDropItem(a_Drops, 0, 1 + LootingLevel, E_ITEM_GHAST_TEAR); } void cGhast::Attack(float a_Dt) { m_AttackInterval += a_Dt * m_AttackRate; if (m_Target != nullptr && m_AttackInterval > 3.0) { // Setting this higher gives us more wiggle room for attackrate Vector3d Speed = GetLookVector() * 20; Speed.y = Speed.y + 1; cGhastFireballEntity * GhastBall = new cGhastFireballEntity(this, GetPosX(), GetPosY() + 1, GetPosZ(), Speed); if (GhastBall == nullptr) { return; } if (!GhastBall->Initialize(*m_World)) { delete GhastBall; GhastBall = nullptr; return; } m_World->BroadcastSpawnEntity(*GhastBall); m_AttackInterval = 0.0; } }