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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "Zombie.h"
#include "../World.h"
#include "../LineBlockTracer.h"
cZombie::cZombie(CreateMonsterInfo a_Info, bool a_IsVillagerZombie) :
super(a_Info, "Zombie", mtZombie, "mob.zombie.hurt", "mob.zombie.death", 0.6, 1.8),
m_IsVillagerZombie(a_IsVillagerZombie),
m_IsConverting(false)
{
SetBurnsInDaylight(true);
}
void cZombie::GetDrops(cItems & a_Drops, cEntity * a_Killer)
{
int LootingLevel = 0;
if (a_Killer != NULL)
{
LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchLooting);
}
AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_ROTTEN_FLESH);
cItems RareDrops;
RareDrops.Add(cItem(E_ITEM_IRON));
RareDrops.Add(cItem(E_ITEM_CARROT));
RareDrops.Add(cItem(E_ITEM_POTATO));
AddRandomRareDropItem(a_Drops, RareDrops, LootingLevel);
AddRandomArmorDropItem(a_Drops, LootingLevel);
AddRandomWeaponDropItem(a_Drops, LootingLevel);
}
void cZombie::MoveToPosition(const Vector3d & a_Position)
{
// If the destination is sufficiently skylight challenged AND the skeleton isn't on fire then block the movement
if (
!IsOnFire() &&
(m_World->GetBlockSkyLight((int)floor(a_Position.x), (int)floor(a_Position.y), (int)floor(a_Position.z)) - m_World->GetSkyDarkness() > 8)
)
{
m_bMovingToDestination = false;
return;
}
super::MoveToPosition(a_Position);
}
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