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#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?
}
}
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