blob: 30043555733b2f317a20ab5d87ae40810c6c1b13 (
plain) (
tree)
|
|
#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "Ghast.h"
#include "../World.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 != NULL)
{
LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(E_ENCHANTMENT_LOOTING);
}
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 != NULL && 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 == NULL)
{
return;
}
if (!GhastBall->Initialize(m_World))
{
delete GhastBall;
return;
}
m_World->BroadcastSpawnEntity(*GhastBall);
m_AttackInterval = 0.0;
}
}
|