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authorLogicParrot <LogicParrot@users.noreply.github.com>2017-09-02 00:04:33 +0200
committerLogicParrot <LogicParrot@users.noreply.github.com>2017-09-02 00:04:33 +0200
commitabf87d7922ea9fde6720d26a67e2b8460690a3f3 (patch)
treeaf431d7b6879e71243a6ad6c9aefa9f0ec80c1b1 /src/Mobs/Skeleton.cpp
parentLambda merge fix (diff)
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Diffstat (limited to 'src/Mobs/Skeleton.cpp')
-rw-r--r--src/Mobs/Skeleton.cpp31
1 files changed, 4 insertions, 27 deletions
diff --git a/src/Mobs/Skeleton.cpp b/src/Mobs/Skeleton.cpp
index 69e3e0f55..fe7c6182e 100644
--- a/src/Mobs/Skeleton.cpp
+++ b/src/Mobs/Skeleton.cpp
@@ -14,6 +14,10 @@ cSkeleton::cSkeleton(bool IsWither) :
m_bIsWither(IsWither)
{
m_EMPersonality = AGGRESSIVE;
+ m_BehaviorAttackerRanged.AttachToMonster(*this);
+ m_BehaviorWanderer.AttachToMonster(*this);
+ m_BehaviorAggressive.AttachToMonster(*this);
+ m_BehaviourDayLightBurner.AttachToMonster(*this);
GetMonsterConfig("Skeleton");
}
@@ -48,33 +52,6 @@ void cSkeleton::GetDrops(cItems & a_Drops, cEntity * a_Killer)
-//mobTodo
-/*bool cSkeleton::Attack(std::chrono::milliseconds a_Dt)
-{
- StopMovingToPosition(); // Todo handle this in a better way, the skeleton does some uneeded recalcs due to inStateChasing
- auto & Random = GetRandomProvider();
- if ((GetTarget() != nullptr) && (m_AttackCoolDownTicksLeft == 0))
- {
- Vector3d Inaccuracy = Vector3d(Random.RandReal<double>(-0.25, 0.25), Random.RandReal<double>(-0.25, 0.25), Random.RandReal<double>(-0.25, 0.25));
- Vector3d Speed = (GetTarget()->GetPosition() + Inaccuracy - GetPosition()) * 5;
- Speed.y += Random.RandInt(-1, 1);
-
- auto Arrow = cpp14::make_unique<cArrowEntity>(this, GetPosX(), GetPosY() + 1, GetPosZ(), Speed);
- auto ArrowPtr = Arrow.get();
- if (!ArrowPtr->Initialize(std::move(Arrow), *m_World))
- {
- return false;
- }
-
- ResetAttackCooldown();
- return true;
- }
- return false;
-}*/
-
-
-
-
void cSkeleton::SpawnOn(cClientHandle & a_ClientHandle)
{