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#pragma once
#include "AmbientCreature.h"
class Bat : public AmbientCreature
{
public:
eINSTANCEOF GetType() { return eTYPE_BAT; }
static Entity *create(Level *level) { return new Bat(level); }
private:
static const int DATA_ID_FLAGS = 16;
static const int FLAG_RESTING = 1;
Pos *targetPosition;
public:
Bat(Level *level);
protected:
virtual void defineSynchedData();
virtual float getSoundVolume();
virtual float getVoicePitch();
virtual int getAmbientSound();
virtual int getHurtSound();
virtual int getDeathSound();
public:
virtual bool isPushable();
protected:
virtual void doPush(shared_ptr<Entity> e);
virtual void pushEntities();
virtual void registerAttributes();
public:
virtual bool isResting();
virtual void setResting(bool value);
protected:
virtual bool useNewAi();
public:
virtual void tick();
protected:
virtual void newServerAiStep();
virtual bool makeStepSound();
virtual void causeFallDamage(float distance);
virtual void checkFallDamage(double ya, bool onGround);
virtual bool isIgnoringTileTriggers();
public:
virtual bool hurt(DamageSource *source, float dmg);
virtual void readAdditionalSaveData(CompoundTag *tag);
virtual void addAdditonalSaveData(CompoundTag *entityTag);
virtual bool canSpawn();
};
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