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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(bool a_IsVillagerZombie) :
super(mtZombie, "entity.zombie.hurt", "entity.zombie.death", 0.6, 1.8),
m_IsVillagerZombie(a_IsVillagerZombie),
m_IsConverting(false)
{
m_EMPersonality = AGGRESSIVE;
m_BehaviorAttackerMelee.AttachToMonster(*this);
m_BehaviorWanderer.AttachToMonster(*this);
m_BehaviorAggressive.AttachToMonster(*this);
m_BehaviourDayLightBurner.AttachToMonster(*this);
GetMonsterConfig("Zombie");
// mobTodo I need the config to load after attaching the Behaviors but this is not clean.
}
void cZombie::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, 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);
}
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