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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "Rabbit.h"
#include "../Entities/Player.h"
#include "../World.h"
cRabbit::cRabbit(void) :
cRabbit(static_cast<eRabbitType>(GetRandomProvider().RandInt<UInt8>(
static_cast<UInt8>(eRabbitType::SaltAndPepper) // Max possible Rabbit-Type
)), 0)
{
m_EMPersonality = PASSIVE;
m_BehaviorBreeder.AttachToMonster(*this);
m_BehaviorCoward.AttachToMonster(*this);
m_BehaviorItemFollower.AttachToMonster(*this);
m_BehaviorWanderer.AttachToMonster(*this);
GetMonsterConfig("Rabbit");
}
cRabbit::cRabbit(eRabbitType Type, int MoreCarrotTicks) :
super(mtRabbit, "entity.rabbit.hurt", "entity.rabbit.death", 0.82, 0.68),
m_Type(Type),
m_MoreCarrotTicks(MoreCarrotTicks)
{
m_EMPersonality = PASSIVE;
m_BehaviorBreeder.AttachToMonster(*this);
m_BehaviorCoward.AttachToMonster(*this);
m_BehaviorItemFollower.AttachToMonster(*this);
m_BehaviorWanderer.AttachToMonster(*this);
GetMonsterConfig("Rabbit");
}
void cRabbit::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, IsOnFire() ? E_ITEM_COOKED_RABBIT : E_ITEM_RAW_RABBIT);
AddRandomDropItem(a_Drops, 0, 1 + LootingLevel, E_ITEM_RABBIT_HIDE);
cItems RareDrops;
RareDrops.Add(cItem(E_ITEM_RABBITS_FOOT));
AddRandomRareDropItem(a_Drops, RareDrops, LootingLevel);
}
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