Cuberite
A lightweight, fast and extensible game server for Minecraft
Skeleton.h
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2 #pragma once
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4 #include "AggressiveMonster.h"
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10 class cSkeleton:
11  public cAggressiveMonster
12 {
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15 public:
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17  cSkeleton();
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20 
21  virtual void Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) override;
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23  virtual void GetDrops(cItems & a_Drops, cEntity * a_Killer = nullptr) override;
24  virtual bool Attack(std::chrono::milliseconds a_Dt) override;
25  virtual void SpawnOn(cClientHandle & a_ClientHandle) override;
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27  virtual bool IsUndead(void) override { return true; }
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29  bool IsChargingBow() const { return m_ChargingBow; }
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31 private:
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34 
35 } ;
#define CLASS_PROTODEF(classname)
Definition: Entity.h:13
Definition: Chunk.h:36
Definition: Entity.h:76
This class bridges a vector of cItem for safe access via Lua.
Definition: Item.h:215
cAggressiveMonster(const AString &a_ConfigName, eMonsterType a_MobType, const AString &a_SoundHurt, const AString &a_SoundDeath, const AString &a_SoundAmbient, float a_Width, float a_Height)
virtual void GetDrops(cItems &a_Drops, cEntity *a_Killer=nullptr) override
Returns the list of drops for this pawn when it is killed.
Definition: Skeleton.cpp:22
bool IsChargingBow() const
Definition: Skeleton.h:29
bool m_ChargingBow
Definition: Skeleton.h:33
virtual bool Attack(std::chrono::milliseconds a_Dt) override
Try to perform attack returns true if attack was deemed successful (hit player, fired projectile,...
Definition: Skeleton.cpp:62
virtual void SpawnOn(cClientHandle &a_ClientHandle) override
Descendants override this function to send a command to the specified client to spawn the entity on t...
Definition: Skeleton.cpp:101
virtual void Tick(std::chrono::milliseconds a_Dt, cChunk &a_Chunk) override
Definition: Skeleton.cpp:40
virtual bool IsUndead(void) override
Returns whether this mob is undead (skeleton, zombie, etc.)
Definition: Skeleton.h:27