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author | Mattes D <github@xoft.cz> | 2014-12-05 16:59:11 +0100 |
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committer | Mattes D <github@xoft.cz> | 2014-12-05 16:59:11 +0100 |
commit | e2a04f580a0813206f527a61244cb3382248fd12 (patch) | |
tree | 39f0a5026d619e89ce353cf8addf18e4a696b067 /src/Mobs/Monster.cpp | |
parent | CheckBasicStyle: Added a check for parentheses around comparisons. (diff) | |
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Diffstat (limited to 'src/Mobs/Monster.cpp')
-rw-r--r-- | src/Mobs/Monster.cpp | 27 |
1 files changed, 22 insertions, 5 deletions
diff --git a/src/Mobs/Monster.cpp b/src/Mobs/Monster.cpp index b8926e31d..c8b2ed774 100644 --- a/src/Mobs/Monster.cpp +++ b/src/Mobs/Monster.cpp @@ -267,7 +267,9 @@ void cMonster::Tick(float a_Dt, cChunk & a_Chunk) } if ((m_Target != nullptr) && m_Target->IsDestroyed()) + { m_Target = nullptr; + } // Burning in daylight HandleDaylightBurning(a_Chunk); @@ -1028,22 +1030,34 @@ void cMonster::AddRandomArmorDropItem(cItems & a_Drops, short a_LootingLevel) MTRand r1; if (r1.randInt() % 200 < ((m_DropChanceHelmet * 200) + (a_LootingLevel * 2))) { - if (!GetEquippedHelmet().IsEmpty()) a_Drops.push_back(GetEquippedHelmet()); + if (!GetEquippedHelmet().IsEmpty()) + { + a_Drops.push_back(GetEquippedHelmet()); + } } if (r1.randInt() % 200 < ((m_DropChanceChestplate * 200) + (a_LootingLevel * 2))) { - if (!GetEquippedChestplate().IsEmpty()) a_Drops.push_back(GetEquippedChestplate()); + if (!GetEquippedChestplate().IsEmpty()) + { + a_Drops.push_back(GetEquippedChestplate()); + } } if (r1.randInt() % 200 < ((m_DropChanceLeggings * 200) + (a_LootingLevel * 2))) { - if (!GetEquippedLeggings().IsEmpty()) a_Drops.push_back(GetEquippedLeggings()); + if (!GetEquippedLeggings().IsEmpty()) + { + a_Drops.push_back(GetEquippedLeggings()); + } } if (r1.randInt() % 200 < ((m_DropChanceBoots * 200) + (a_LootingLevel * 2))) { - if (!GetEquippedBoots().IsEmpty()) a_Drops.push_back(GetEquippedBoots()); + if (!GetEquippedBoots().IsEmpty()) + { + a_Drops.push_back(GetEquippedBoots()); + } } } @@ -1056,7 +1070,10 @@ void cMonster::AddRandomWeaponDropItem(cItems & a_Drops, short a_LootingLevel) MTRand r1; if (r1.randInt() % 200 < ((m_DropChanceWeapon * 200) + (a_LootingLevel * 2))) { - if (!GetEquippedWeapon().IsEmpty()) a_Drops.push_back(GetEquippedWeapon()); + if (!GetEquippedWeapon().IsEmpty()) + { + a_Drops.push_back(GetEquippedWeapon()); + } } } |