1package com.runehive.game.world.entity.combat.strategy.player.special.range;
3import com.runehive.game.Animation;
4import com.runehive.game.Projectile;
5import com.runehive.game.UpdatePriority;
6import com.runehive.game.world.entity.combat.hit.CombatHit;
7import com.runehive.game.world.entity.combat.projectile.CombatProjectile;
8import com.runehive.game.world.entity.combat.strategy.player.PlayerRangedStrategy;
9import com.runehive.game.world.entity.mob.Mob;
10import com.runehive.game.world.entity.mob.player.Player;
26 }
catch (Exception e) {
51 throw new NullPointerException(
"No Dragon Thrownaxe projectile found.");
Class that models a single animation used by an entity.
A wrapper for a Hit object, adding additional variables for hit and hitsplat delays.
static CombatProjectile getDefinition(String name)
final CombatHit nextRangedHit(T attacker, Mob defender)
void sendStuff(Player attacker, Mob defender)
CombatHit[] getHits(Player attacker, Mob defender)
static Projectile PROJECTILE
int modifyAccuracy(Player attacker, Mob defender, int roll)
static final DragonThrownaxe INSTANCE
static final Animation ANIMATION
static void setProjectiles(CombatProjectile projectile)
void animate(int animation)
This class represents a character controlled by a player.
Represents different priorities for updating.
VERY_HIGH
A very high priority.