Commit Graph

9 Commits

Author SHA1 Message Date
gsemaj
dd9891f668
(WIP) Move ICombatant functions around a bit 2023-07-11 13:52:48 -04:00
gsemaj
962141e54f
(WIP) Initial ICombatant draft 2023-07-11 13:52:47 -04:00
gsemaj
f4f5f2e0bd
[WIP] Replace appearance data with individual fields
Storing certain things in appearance data and others in their own fields
was gross. Now everything is stored on the same level and functions have
been added to generate appearance data when it's needed by the client.
2023-07-11 13:52:45 -04:00
gsemaj
1858938280
[WIP] Rename Entity.type -> Entity.kind 2023-07-11 13:52:45 -04:00
gsemaj
588e941d3c Fix eggs not entering chunks and add update tabledata 2021-04-16 12:30:22 -04:00
9b84d9dc4d [refactor] BaseNPC now uses Entity XYZ fields for handling positions
- fixed many references to Entity.appearanceData.i[XYZ] to use the base Entity XYZ values
- BaseNPC::enterIntoViewOf grabs the position from the base Entity XYZ values
- NPCManager::updateNPCPosition updates the base Entity XYZ values
- MobAI.c/deadStep() also sends it's packet based on the Entity XYZ values
2021-04-13 20:03:51 -05:00
48fb510b53 Fix playersInView miscount for dead mobs 2021-04-08 19:25:30 +02:00
3325397d17 Remove Eggs::Eggs and rearrange Entity members a bit 2021-03-31 22:28:27 +02:00
224ffe05e7 [WIP] Convert most of Chunking to Entity-based system
Player and all NPCs now have a common superclass, with virtual functions
so smooth over shared behavior. EntityRef is a simple class that points
to an arbitrary Entity.

This commit is not yet functional.
2021-03-31 22:28:27 +02:00