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#pragma once
using namespace std;
#include "Monster.h"
#include "RangedAttackMob.h"
class RangedAttackGoal;
class MeleeAttackGoal;
class Skeleton : public Monster, public RangedAttackMob
{
public:
eINSTANCEOF GetType() { return eTYPE_SKELETON; }
static Entity *create(Level *level) { return new Skeleton(level); }
private:
static const int DATA_TYPE_ID = 13;
public:
static const int TYPE_DEFAULT = 0;
static const int TYPE_WITHER = 1;
private:
RangedAttackGoal *bowGoal;
MeleeAttackGoal *meleeGoal;
public:
Skeleton(Level *level);
virtual ~Skeleton();
protected:
virtual void registerAttributes();
virtual void defineSynchedData();
public:
virtual bool useNewAi();
protected:
virtual int getAmbientSound();
virtual int getHurtSound();
virtual int getDeathSound();
virtual void playStepSound(int xt, int yt, int zt, int t);
public:
virtual bool doHurtTarget(shared_ptr<Entity> target);
public:
virtual MobType getMobType();
virtual void aiStep();
virtual void rideTick();
virtual void die(DamageSource *source);
protected:
virtual int getDeathLoot();
virtual void dropDeathLoot(bool wasKilledByPlayer, int playerBonusLevel);
virtual void dropRareDeathLoot(int rareLootLevel);
virtual void populateDefaultEquipmentSlots();
public:
virtual MobGroupData *finalizeMobSpawn(MobGroupData *groupData, int extraData = 0); // 4J Added extraData param
virtual void reassessWeaponGoal();
virtual void performRangedAttack(shared_ptr<LivingEntity> target, float power);
virtual int getSkeletonType();
virtual void setSkeletonType(int type);
virtual void readAdditionalSaveData(CompoundTag *tag);
virtual void addAdditonalSaveData(CompoundTag *entityTag);
virtual void setEquippedSlot(int slot, shared_ptr<ItemInstance> item);
virtual double getRidingHeight();
};
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