neoLegacy/Minecraft.World/Creeper.h
NSDeathman 42ee0b519e
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feat(TU31): Creepers can be ignited with flint and steel (#84)
* TU31 feature: Creepers can be ignited with flint and steel

* make mobInteract more accurate to decomp

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Co-authored-by: piebot <274605694+pieeebot@users.noreply.github.com>
2026-05-18 22:02:31 +03:00

74 lines
1.3 KiB
C++

#pragma once
using namespace std;
#include "Monster.h"
class Level;
class DamageSource;
class Creeper : public Monster
{
public:
eINSTANCEOF GetType() { return eTYPE_CREEPER; }
static Entity *create(Level *level) { return new Creeper(level); }
private:
static const int DATA_SWELL_DIR = 16;
static const int DATA_IS_POWERED = 17;
int oldSwell;
int swell;
int maxSwell;
int explosionRadius;
bool ignited;
void _init();
public:
Creeper(Level *level);
protected:
void registerAttributes();
public:
virtual bool useNewAi();
virtual int getMaxFallDistance();
virtual bool mobInteract(shared_ptr<Player> player);
protected:
virtual void causeFallDamage(float distance);
virtual void defineSynchedData();
public:
virtual void addAdditonalSaveData(CompoundTag *entityTag);
virtual void readAdditionalSaveData(CompoundTag *tag);
protected:
virtual void tick();
protected:
virtual int getHurtSound();
virtual int getDeathSound();
public:
virtual void die(DamageSource *source);
virtual bool doHurtTarget(shared_ptr<Entity> target);
virtual bool isPowered();
float getSwelling(float a);
protected:
int getDeathLoot();
public:
int getSwellDir();
void setSwellDir(int dir);
void thunderHit(const LightningBolt *lightningBolt);
public:
void Ignite();
bool isIgnited();
};