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* Add PathfinderMob base
* Normalize tab style in source/CMakeLists.txt
This commit is contained in:
252
source/world/entity/PathfinderMob.cpp
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252
source/world/entity/PathfinderMob.cpp
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/********************************************************************
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Minecraft: Pocket Edition - Decompilation Project
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Copyright (C) 2023 iProgramInCpp
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The following code is licensed under the BSD 1 clause license.
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SPDX-License-Identifier: BSD-1-Clause
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********************************************************************/
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#include "PathfinderMob.hpp"
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#include "world/level/Level.hpp"
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PathfinderMob::PathfinderMob(Level* pLevel) : Mob(pLevel)
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{
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field_BA0 = false;
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field_BA4 = 0;
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}
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Entity* PathfinderMob::getAttackTarget()
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{
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return m_pAttackTarget;
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}
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void PathfinderMob::setAttackTarget(Entity* pEnt)
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{
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m_pAttackTarget = pEnt;
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}
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Entity* PathfinderMob::findAttackTarget()
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{
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return nullptr;
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}
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bool PathfinderMob::checkHurtTarget(Entity* pEnt, float f)
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{
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return false;
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}
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void PathfinderMob::checkCantSeeTarget(Entity* pEnt, float f)
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{
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if (f > 32.0f)
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setAttackTarget(nullptr);
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}
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float PathfinderMob::getWalkTargetValue(int, int, int)
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{
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return 0.0f;
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}
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bool PathfinderMob::shouldHoldGround()
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{
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return false;
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}
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void PathfinderMob::findRandomStrollLocation()
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{
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bool foundLocation = false;
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float maxDist = -99999.0f;
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int dx = -1, dy = -1, dz = -1;
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for (int i = 0; i < 10; i++)
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{
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int testX = Mth::floor(float(m_pos.x + m_random.nextInt(13)) - 6.0f);
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int testY = Mth::floor(float(m_pos.y + m_random.nextInt(7)) - 3.0f);
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int testZ = Mth::floor(float(m_pos.z + m_random.nextInt(13)) - 6.0f);
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float wtv = getWalkTargetValue(testX, testY, testZ);
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if (maxDist < wtv)
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{
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maxDist = wtv;
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dx = testX;
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dy = testY;
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dz = testZ;
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foundLocation = true;
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}
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}
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if (foundLocation)
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{
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m_pLevel->findPath(&m_path, this, dx, dy, dz, 10.0f);
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}
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}
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float PathfinderMob::getWalkingSpeedModifier()
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{
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float mod = Mob::getWalkingSpeedModifier();
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if (field_BA4 > 0)
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mod *= 2.0f;
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return mod;
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}
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bool PathfinderMob::canSpawn()
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{
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if (!Mob::canSpawn())
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return false;
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return getWalkTargetValue(Mth::floor(m_pos.x), Mth::floor(m_hitbox.min.y), Mth::floor(m_pos.z)) >= 0.0f;
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}
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static Vec3 GetNodePosition(Node* pNode, Entity* pEnt)
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{
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float offset = float(int(pEnt->field_88 + 1.0f)) * 0.5f;
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float fx = float(pNode->m_x) + offset;
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float fz = float(pNode->m_z) + offset;
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float fy = float(pNode->m_y);
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return Vec3(fx, fy, fz);
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}
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void PathfinderMob::updateAi()
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{
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if (field_BA4 > 0)
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field_BA4--;
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field_BA0 = shouldHoldGround();
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if (m_pAttackTarget)
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{
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if (!m_pAttackTarget->isAlive())
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{
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m_pAttackTarget = nullptr;
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}
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else
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{
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float dist = m_pAttackTarget->distanceTo(this);
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if (canSee(m_pAttackTarget))
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checkHurtTarget(m_pAttackTarget, dist);
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else
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checkCantSeeTarget(m_pAttackTarget, dist);
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}
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}
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else
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{
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m_pAttackTarget = findAttackTarget();
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if (m_pAttackTarget)
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m_pLevel->findPath(&m_path, this, m_pAttackTarget, 16.0f);
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}
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// @TODO: fix gotos
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if (!field_BA0)
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{
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if (m_pAttackTarget)
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{
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if (m_path.empty() || m_random.nextInt(20) == 0 || m_random.nextInt(20) == 0)
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{
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m_pLevel->findPath(&m_path, this, m_pAttackTarget, 16.0f);
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goto label_1;
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}
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if (field_BA0)
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goto label_1;
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}
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if ((m_path.empty() && m_random.nextInt(180) == 0) || m_random.nextInt(120) == 0 || (field_BA4 > 0 && (field_BA4 & 7) == 1))
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{
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if (field_AFC < 100)
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findRandomStrollLocation();
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}
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}
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label_1:
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m_pitch = 0.0f;
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if (m_path.empty() || m_random.nextInt(100) == 0)
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{
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Mob::updateAi();
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return;
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}
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// follow path
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Node* pCurrNode = m_path.getCurrentNode();
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Vec3 nodePos = GetNodePosition(pCurrNode, this);
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// Skip all nodes that we are inside of.
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float sqdbl = (field_88 * 2.0f) * (field_88 * 2.0f);
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while (sqdbl > nodePos.distanceToSqr(Vec3(m_pos.x, nodePos.y, m_pos.z)))
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{
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m_path.advance();
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if (m_path.endOfPath())
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{
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m_path.clear();
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pCurrNode = nullptr;
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break;
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}
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nodePos = GetNodePosition(pCurrNode, this);
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}
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field_B0C = false;
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bool inWater = isInWater();
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bool inLava = isInLava();
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if (!pCurrNode)
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{
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float ang = Mth::atan2(nodePos.z - m_pos.z, nodePos.x - m_pos.x) * 180.0f / float(M_PI) - 90.0f;
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float heightDiff = nodePos.y - Mth::floor(m_hitbox.min.y + 0.5f);
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float angDiff = ang - m_yaw;
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while (angDiff < -180.0f) angDiff += 360.0f;
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while (angDiff >= 180.0f) angDiff -= 360.0f;
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if (angDiff > +30.0f) angDiff = +30.0f;
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if (angDiff < -30.0f) angDiff = -30.0f;
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float oldYaw = m_yaw;
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m_yaw += angDiff;
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if (field_BA0 && m_pAttackTarget)
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{
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float ang2 = Mth::atan2(m_pAttackTarget->m_pos.z - m_pos.z, m_pAttackTarget->m_pos.x - m_pos.x) * 180.0f / float(M_PI) - 90.0f;
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m_yaw = ang2;
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float thing = ((((angDiff + oldYaw) - ang2) + 90.0f) * float(M_PI)) / 180.0f;
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// @NOTE: Using old field_B04 value
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field_B00 = -field_B04 * Mth::sin(thing);
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field_B04 = field_B04 * Mth::cos(thing);
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}
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field_B04 = field_B14;
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if (heightDiff > 0.0f)
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field_B0C = true;
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}
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if (m_pAttackTarget)
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lookAt(m_pAttackTarget, 30.0f, 30.0f);
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// if we hit a wall while moving
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if (field_7D && !isPathFinding())
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field_B0C = true;
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// if we're in water, try to swim up
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if (m_random.nextFloat() < 0.8f && (inWater || inLava))
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field_B0C = true;
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}
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void PathfinderMob::setPath(Path& path)
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{
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// @TODO: Not sure if it calls the destructor here. In original Minecraft, it doesn't.
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m_path = path;
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}
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bool PathfinderMob::isPathFinding()
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{
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return !m_path.empty();
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}
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