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path: root/source/Mobs/AggressiveMonster.cpp (follow)
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* Moved source to srcAlexander Harkness2013-11-241-97/+0
* Skeleton, Ghast and Blaze's projectile code is now in their respective class.STRWarrior2013-11-041-1/+1
* Changed GameMode() == 1 to IsGameModeCreative in AggressiveMonster.cpp and ClientHandle.cppSTRWarrior2013-10-291-1/+1
* Fixed loading allowed mobs in world.madmaxoft2013-10-201-2/+2
* Inside cMonster::getMobFamily() : replacing Polymorphism by Map, in order to remove redundancymgueydan2013-09-101-9/+0
* Adding Family for monsters : Hostile/Passive/Water/Ambientmgueydan2013-09-071-0/+7
* Moved entities into the Entities subfolder.madmaxoft2013-08-191-1/+1
* Replaced E_ENTITY_TYPE_XXX with cMonster::mtXXX.madmaxoft2013-08-161-0/+1
* Rewritten entity-on-fire management ("forever on fire" bugs)madmaxoft@gmail.com2013-07-011-2/+2
* Rewritten entities so that they are owned by individual chunks and ticked within their chunk's Tick()madmaxoft@gmail.com2013-04-131-9/+9
* Implemented BroadcastMovementUpdate function. Moved m_Pos,m_Rot,m_Speed to private members and made sure that all classes uses the public functions to access these members.keyboard.osh@gmail.com2013-03-221-1/+1
* MTRand reference is now passed as a Tick() parameter so that it isn't created and destroyed over and over again. All entities will handle physics (empty callback for now)madmaxoft@gmail.com2012-12-221-10/+9
* Reduced most mobs' constructors to oneliners by passing parameters to superclassesmadmaxoft@gmail.com2012-12-221-2/+3
* Added more constants into eEntityType; made them a compulsory parameter to the constructor, so that all entities have proper type.madmaxoft@gmail.com2012-12-211-21/+41
* Source files cleanup: The rest of the files renamed.madmaxoft@gmail.com2012-09-241-1/+1
* Source files cleanup: Mobs-related files in a separate subfolder, renamed.madmaxoft@gmail.com2012-09-231-0/+78