#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "ZombiePigman.h" #include "../World.h" #include "ClientHandle.h" cZombiePigman::cZombiePigman(void) : super(mtZombiePigman, "entity.zombie_pig.hurt", "entity.zombie_pig.death", 0.6, 1.8) { m_EMPersonality = PASSIVE; m_BehaviorAttackerMelee.AttachToMonster(*this); m_BehaviorWanderer.AttachToMonster(*this); m_BehaviorAggressive.AttachToMonster(*this); GetMonsterConfig("ZombiePigman"); } void cZombiePigman::GetDrops(cItems & a_Drops, cEntity * a_Killer) { unsigned int LootingLevel = 0; if (a_Killer != nullptr) { LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchLooting); } AddRandomDropItem(a_Drops, 0, 1 + LootingLevel, E_ITEM_ROTTEN_FLESH); AddRandomDropItem(a_Drops, 0, 1 + LootingLevel, E_ITEM_GOLD_NUGGET); cItems RareDrops; RareDrops.Add(cItem(E_ITEM_GOLD)); AddRandomRareDropItem(a_Drops, RareDrops, LootingLevel); AddRandomArmorDropItem(a_Drops, LootingLevel); AddRandomWeaponDropItem(a_Drops, LootingLevel); } void cZombiePigman::SpawnOn(cClientHandle & a_ClientHandle) { super::SpawnOn(a_ClientHandle); a_ClientHandle.SendEntityEquipment(*this, 0, cItem(E_ITEM_GOLD_SWORD)); } void cZombiePigman::KilledBy(TakeDamageInfo & a_TDI) { super::KilledBy(a_TDI); if ((a_TDI.Attacker != nullptr) && (a_TDI.Attacker->IsPlayer())) { // TODO: Anger all nearby zombie pigmen // TODO: In vanilla, if one player angers ZPs, do they attack any nearby player, or only that one attacker? } }