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
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@@ -13,16 +13,28 @@ cZombie::cZombie()
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GetMonsterConfig("Zombie");
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}
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cZombie::~cZombie()
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{
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}
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bool cZombie::IsA( const char* a_EntityType )
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{
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if( strcmp( a_EntityType, "cZombie" ) == 0 ) return true;
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return cMonster::IsA( a_EntityType );
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}
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void cZombie::Tick(float a_Dt)
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{
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cMonster::Tick(a_Dt);
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@@ -33,9 +45,22 @@ void cZombie::Tick(float a_Dt)
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}
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}
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void cZombie::KilledBy( cEntity* a_Killer )
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{
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cMonster::RandomDropItem(E_ITEM_ROTTEN_FLESH, 0, 2);
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cItems Drops;
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AddRandomDropItem(Drops, 0, 2, E_ITEM_ROTTEN_FLESH);
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// TODO: Rare drops
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m_World->SpawnItemPickups(Drops, m_Pos.x, m_Pos.y, m_Pos.z);
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cMonster::KilledBy( a_Killer );
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}
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