#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "Skeleton.h" #include "../World.h" #include "../Entities/ArrowEntity.h" #include "ClientHandle.h" cSkeleton::cSkeleton(bool IsWither) : super(mtSkeleton, "entity.skeleton.hurt", "entity.skeleton.death", 0.6, 1.8), m_bIsWither(IsWither) { m_EMPersonality = AGGRESSIVE; m_BehaviorAttackerRanged.AttachToMonster(*this); m_BehaviorWanderer.AttachToMonster(*this); m_BehaviorAggressive.AttachToMonster(*this); m_BehaviourDayLightBurner.AttachToMonster(*this); GetMonsterConfig("Skeleton"); } void cSkeleton::GetDrops(cItems & a_Drops, cEntity * a_Killer) { unsigned int LootingLevel = 0; if (a_Killer != nullptr) { LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchLooting); } if (IsWither()) { AddRandomUncommonDropItem(a_Drops, 33.0f, E_ITEM_COAL); cItems RareDrops; RareDrops.Add(cItem(E_ITEM_HEAD, 1, 1)); AddRandomRareDropItem(a_Drops, RareDrops, LootingLevel); } else { AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_ARROW); } AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_BONE); AddRandomArmorDropItem(a_Drops, LootingLevel); AddRandomWeaponDropItem(a_Drops, LootingLevel); } void cSkeleton::SpawnOn(cClientHandle & a_ClientHandle) { super::SpawnOn(a_ClientHandle); a_ClientHandle.SendEntityEquipment(*this, 0, cItem(E_ITEM_BOW)); }