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author | STRWarrior <niels.breuker@hotmail.nl> | 2013-11-04 21:46:56 +0100 |
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committer | STRWarrior <niels.breuker@hotmail.nl> | 2013-11-04 21:46:56 +0100 |
commit | 7cfcfc5f398f133f339a4dd8c87b5e02d8043fd3 (patch) | |
tree | 8ace65bcb978257250c6b767abd29457700c07b4 /source/Mobs/Blaze.cpp | |
parent | Skeleton.cpp doesn't have to load ProjectileEntity.h and Entity.h. (diff) | |
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Diffstat (limited to 'source/Mobs/Blaze.cpp')
-rw-r--r-- | source/Mobs/Blaze.cpp | 27 |
1 files changed, 26 insertions, 1 deletions
diff --git a/source/Mobs/Blaze.cpp b/source/Mobs/Blaze.cpp index 74c82c081..f9c05b17a 100644 --- a/source/Mobs/Blaze.cpp +++ b/source/Mobs/Blaze.cpp @@ -2,7 +2,7 @@ #include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "Blaze.h" - +#include "../World.h" @@ -25,3 +25,28 @@ void cBlaze::GetDrops(cItems & a_Drops, cEntity * a_Killer) + +void cBlaze::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; + cFireChargeEntity * FireCharge = new cFireChargeEntity(this, GetPosX(), GetPosY() + 1, GetPosZ(), Speed); + if (FireCharge == NULL) + { + return; + } + if (!FireCharge->Initialize(m_World)) + { + delete FireCharge; + return; + } + m_World->BroadcastSpawnEntity(*FireCharge); + m_AttackInterval = 0.0; + // ToDo: Shoot 3 fireballs instead of 1. + } +}
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