diff options
Diffstat (limited to 'src/Mobs/Skeleton.cpp')
-rw-r--r-- | src/Mobs/Skeleton.cpp | 49 |
1 files changed, 0 insertions, 49 deletions
diff --git a/src/Mobs/Skeleton.cpp b/src/Mobs/Skeleton.cpp index cd707f4bb..090f881f2 100644 --- a/src/Mobs/Skeleton.cpp +++ b/src/Mobs/Skeleton.cpp @@ -13,7 +13,6 @@ cSkeleton::cSkeleton(bool IsWither) : super("Skeleton", mtSkeleton, "mob.skeleton.hurt", "mob.skeleton.death", 0.6, 1.8), m_bIsWither(IsWither) { - SetBurnsInDaylight(true); } @@ -48,54 +47,6 @@ void cSkeleton::GetDrops(cItems & a_Drops, cEntity * a_Killer) -void cSkeleton::MoveToPosition(const Vector3d & a_Position) -{ - // If the destination is sufficiently skylight challenged AND the skeleton isn't on fire then block the movement - if ( - !IsOnFire() && - (m_World->GetBlockSkyLight((int)floor(a_Position.x), (int)floor(a_Position.y), (int)floor(a_Position.z)) - m_World->GetSkyDarkness() > 8) - ) - { - m_bMovingToDestination = false; - return; - } - - super::MoveToPosition(a_Position); -} - - - - - -void cSkeleton::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; - cArrowEntity * Arrow = new cArrowEntity(this, GetPosX(), GetPosY() + 1, GetPosZ(), Speed); - if (Arrow == NULL) - { - return; - } - if (!Arrow->Initialize(*m_World)) - { - delete Arrow; - Arrow = NULL; - return; - } - m_World->BroadcastSpawnEntity(*Arrow); - m_AttackInterval = 0.0; - } -} - - - - - void cSkeleton::SpawnOn(cClientHandle & a_ClientHandle) { super::SpawnOn(a_ClientHandle); |