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Item-dropping code rewritten and centralized - now there's only one place to modify if we want to split or merge same-item drops: cWorld:SpawnItemPickups(). Also, mined blocks can now drop more items, and they recognize if they're being mined by the correct tool.

git-svn-id: http://mc-server.googlecode.com/svn/trunk@561 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
madmaxoft@gmail.com
2012-06-06 20:18:50 +00:00
parent 116bd7ce34
commit 1cca9b13b3
36 changed files with 1057 additions and 327 deletions

View File

@@ -13,16 +13,28 @@ cSkeleton::cSkeleton()
GetMonsterConfig("Skeleton");
}
cSkeleton::~cSkeleton()
{
}
bool cSkeleton::IsA( const char* a_EntityType )
{
if( strcmp( a_EntityType, "cSkeleton" ) == 0 ) return true;
return cMonster::IsA( a_EntityType );
}
void cSkeleton::Tick(float a_Dt)
{
cMonster::Tick(a_Dt);
@@ -34,11 +46,20 @@ void cSkeleton::Tick(float a_Dt)
}
}
void cSkeleton::KilledBy( cEntity* a_Killer )
{
cMonster::RandomDropItem(E_ITEM_ARROW, 0, 2);
cMonster::RandomDropItem(E_ITEM_BONE, 0, 2);
cItems Drops;
AddRandomDropItem(Drops, 0, 2, E_ITEM_ARROW);
AddRandomDropItem(Drops, 0, 2, E_ITEM_BONE);
m_World->SpawnItemPickups(Drops, m_Pos.x, m_Pos.y, m_Pos.z);
cMonster::KilledBy( a_Killer );
}