#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "PassiveMonster.h" #include "../World.h" #include "../Entities/Player.h" cPassiveMonster::cPassiveMonster(const AString & a_ConfigName, eMonsterType a_MobType, const AString & a_SoundHurt, const AString & a_SoundDeath, double a_Width, double a_Height) : super(a_ConfigName, a_MobType, a_SoundHurt, a_SoundDeath, a_Width, a_Height) { m_EMPersonality = PASSIVE; } bool cPassiveMonster::DoTakeDamage(TakeDamageInfo & a_TDI) { if (!super::DoTakeDamage(a_TDI)) { return false; } if ((a_TDI.Attacker != this) && (a_TDI.Attacker != nullptr)) { m_EMState = ESCAPING; } return true; } void cPassiveMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) { super::Tick(a_Dt, a_Chunk); if (m_EMState == ESCAPING) { CheckEventLostPlayer(); } cItem FollowedItem = GetFollowedItem(); if (FollowedItem.IsEmpty()) { return; } cPlayer * a_Closest_Player = m_World->FindClosestPlayer(GetPosition(), static_cast(m_SightDistance)); if (a_Closest_Player != nullptr) { if (a_Closest_Player->GetEquippedItem().IsEqual(FollowedItem)) { Vector3d PlayerPos = a_Closest_Player->GetPosition(); MoveToPosition(PlayerPos); } } }