From 4f3a8268f69650e431cb0496d9903e7a02b609f0 Mon Sep 17 00:00:00 2001 From: Chuck Miller Date: Tue, 23 Jun 2009 20:30:29 -0400 Subject: Made so monster particle effects show up on eA I also removed Being::handleAttack() and Monster::handleAttack() for TMWserv since they are not used --- src/monster.cpp | 18 ------------------ 1 file changed, 18 deletions(-) (limited to 'src/monster.cpp') diff --git a/src/monster.cpp b/src/monster.cpp index 92e1f84a..3192abf5 100644 --- a/src/monster.cpp +++ b/src/monster.cpp @@ -156,22 +156,6 @@ void Monster::setAction(Action action, int attackType) } } -#ifdef TMWSERV_SUPPORT - -void Monster::handleAttack() -{ - Being::handleAttack(); - - const MonsterInfo &mi = getInfo(); - - // TODO: It's not possible to determine hit or miss here, so this stuff - // probably needs to be moved somewhere else. We may lose synchronization - // between attack animation and the sound, unless we adapt the protocol... - sound.playSfx(mi.getSound(MONSTER_EVENT_HIT)); -} - -#else - void Monster::handleAttack(Being *victim, int damage, AttackType type) { Being::handleAttack(victim, damage, type); @@ -181,8 +165,6 @@ void Monster::handleAttack(Being *victim, int damage, AttackType type) MONSTER_EVENT_HIT : MONSTER_EVENT_MISS)); } -#endif - void Monster::takeDamage(Being *attacker, int amount, AttackType type) { if (amount > 0) -- cgit v1.2.3-70-g09d2