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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "PassiveMonster.h"
#include "../World.h"
#include "../Entities/Player.h"
cPassiveMonster::cPassiveMonster(const AString & a_ConfigName, eType a_MobType, const AString & a_SoundHurt, const AString & a_SoundDeath, double a_Width, double a_Height) :
super(a_ConfigName, a_MobType, a_SoundHurt, a_SoundDeath, a_Width, a_Height)
{
m_EMPersonality = PASSIVE;
}
void cPassiveMonster::DoTakeDamage(TakeDamageInfo & a_TDI)
{
super::DoTakeDamage(a_TDI);
if ((a_TDI.Attacker != this) && (a_TDI.Attacker != NULL))
{
m_EMState = ESCAPING;
}
}
void cPassiveMonster::Tick(float a_Dt, cChunk & a_Chunk)
{
super::Tick(a_Dt, a_Chunk);
if (m_EMState == ESCAPING)
{
CheckEventLostPlayer();
}
cItem FollowedItem = GetFollowedItem();
if (FollowedItem.IsEmpty())
{
return;
}
cPlayer * a_Closest_Player = m_World->FindClosestPlayer(GetPosition(), (float)m_SightDistance);
if (a_Closest_Player != NULL)
{
if (a_Closest_Player->GetEquippedItem().m_ItemType == FollowedItem.m_ItemType)
{
Vector3d PlayerPos = a_Closest_Player->GetPosition();
MoveToPosition(PlayerPos);
}
}
}
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