Originally Posted by
Crucify
Oh. Vencillio.
Found this real quick:
Code:
public void attack() {
entity.face(attacking);
if ((!attacking.isActive()) || (attacking.isDead()) || (entity.isDead()) || (attacking.getLocation().getZ() != entity.getLocation().getZ())) {
reset();
return;
}
if (!withinDistanceForAttack(combatType, false)) {
return;
}
if (!entity.canAttack()) {
entity.getFollowing().reset();
reset();
return;
}
entity.onCombatProcess(attacking);
switch (combatType) {
case MELEE:
melee.execute(attacking);
melee.setNextDamage(-1);
melee.setDamageBoost(1.0D);
break;
case MAGIC:
magic.execute(attacking);
magic.setMulti(false);
magic.setpDelay((byte) 0);
break;
case RANGED:
ranged.execute(attacking);
break;
case NONE:
break;
}
entity.afterCombatProcess(attacking);
}
Best of luck.