- added right monster health and attack strength - refactored the Pawn/Monster/Player class a little bit - changed some namings to fit the style git-svn-id: http://mc-server.googlecode.com/svn/trunk@140 0a769ca7-a7f5-676a-18bf-c427514a06d6
		
			
				
	
	
		
			38 lines
		
	
	
		
			800 B
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			38 lines
		
	
	
		
			800 B
		
	
	
	
		
			C++
		
	
	
	
	
	
#include "cSkeleton.h"
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cSkeleton::cSkeleton()
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{
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	m_MobType = 51;
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	GetMonsterConfig("Skeleton");
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}
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cSkeleton::~cSkeleton()
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{
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}
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bool cSkeleton::IsA( const char* a_EntityType )
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{
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	if( strcmp( a_EntityType, "cSkeleton" ) == 0 ) return true;
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	return cMonster::IsA( a_EntityType );
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}
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void cSkeleton::Tick(float a_Dt)
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{
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	cMonster::Tick(a_Dt);
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	//TODO Outsource
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	//TODO should do lightcheck, not daylight -> mobs in the dark don´t burn 
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	if (GetWorld()->GetWorldTime() < (12000 + 1000) && GetMetaData() != BURNING ) { //if daylight
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		SetMetaData(BURNING); // BURN, BABY, BURN!  >:D
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	}
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}
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void cSkeleton::KilledBy( cEntity* a_Killer )
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{
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	cMonster::RandomDropItem(E_ITEM_ARROW, 0, 2);
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	cMonster::RandomDropItem(E_ITEM_BONE, 0, 2);
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	cMonster::KilledBy( a_Killer );
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}
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