11-15-2013, 04:03 AM
I think it's a ripoff system anyway... Committers get 1percent of deposited coins, which means they keep 99pct. So for each project they will always keep the biggest part of the coins :/
Random Chitchat 2012-2016
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11-15-2013, 04:03 AM
I think it's a ripoff system anyway... Committers get 1percent of deposited coins, which means they keep 99pct. So for each project they will always keep the biggest part of the coins :/
11-15-2013, 05:46 AM
(11-14-2013, 06:33 PM)xoft Wrote: It seems that the loop is not working - the BTC is gone from me, but it's not been added to the project. What a black hole! >=[ How strange. There's a forum post on the bitcoin forums where you could complain I think. Here it is.
11-15-2013, 06:15 AM
I'm trying to make other wolves attack players when a wolf is attacked by a player, but I need to convert an cEntity to an cMonster in order to use GetMobType(). This is the code I use:
11-15-2013, 07:20 AM
Try something like:
Code: ((const cMonster &)a_Entity).GetMobType() Thanks given by: NiLSPACE
11-15-2013, 08:31 AM
You missed a * in there, it's a pointer.
11-15-2013, 04:10 PM
Y think you can check mob type directly in cEntity. Use Entity:GetClass(). It returns cPickup and entity tipe but if its a mob it returns cWolf, cCreeper...
11-15-2013, 06:07 PM
(11-15-2013, 05:46 AM)bearbin Wrote: How strange. There's a forum post on the bitcoin forums where you could complain I think.I tried registering there, but it didn't work - it said my password is too short and when I tried again, it said I'm already registered, but the login didn't work and registering for a different account said I need to wait 45 minutes. Not gonna bother anymore. (11-15-2013, 04:10 PM)tonibm19 Wrote: Y think you can check mob type directly in cEntity. Use Entity:GetClass(). It returns cPickup and entity tipe but if its a mob it returns cWolf, cCreeper...Not good - that's comparing strings, which is order of magnitude slower than comparing enums, even with the double step. Probably the best code to check if an entity is a specific mob type currently is (if a_Entity is a cEntity *):
or if a_Entity is a const cEntity &, then:
Thanks given by: NiLSPACE
11-16-2013, 01:06 AM
That works, Now I need to have a variable with the current wolfs coordinates and the Players cEntity object in the callback. Any idea how to do that?
11-16-2013, 07:53 AM
Don't wolves attack *all* players when they are aggravated? So just flipping their "IsAngry" flag should be enough.
I expect a code like this should work (written from the top of my head, may not compile):
A little deviantion from redstone again: I need halp too, this time on saving mobs
What exactly should I do here to make mobs spawn? | ||||||||||
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