Fixed Formatting, Added DropChances and CanPickUpLoot attributes to Monsters
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@@ -18,13 +18,28 @@ cWitch::cWitch(void) :
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void cWitch::GetDrops(cItems & a_Drops, cEntity * a_Killer)
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{
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AddRandomDropItem(a_Drops, 0, 6, E_ITEM_GLASS_BOTTLE);
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AddRandomDropItem(a_Drops, 0, 6, E_ITEM_GLOWSTONE_DUST);
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AddRandomDropItem(a_Drops, 0, 6, E_ITEM_GUNPOWDER);
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AddRandomDropItem(a_Drops, 0, 6, E_ITEM_REDSTONE_DUST);
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AddRandomDropItem(a_Drops, 0, 6, E_ITEM_SPIDER_EYE);
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AddRandomDropItem(a_Drops, 0, 6, E_ITEM_STICK);
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AddRandomDropItem(a_Drops, 0, 6, E_ITEM_SUGAR);
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int LootingLevel = 0;
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if (a_Killer != NULL)
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{
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LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchLooting);
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}
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MTRand r1;
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int DropTypeCount = (r1.randInt() % 3) + 1;
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for (int i = 0; i < DropTypeCount; i++)
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{
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int DropType = r1.randInt() % 7;
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switch (DropType)
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{
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case 0: AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_GLASS_BOTTLE); break;
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case 1: AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_GLOWSTONE_DUST); break;
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case 2: AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_GUNPOWDER); break;
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case 3: AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_REDSTONE_DUST); break;
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case 4: AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_SPIDER_EYE); break;
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case 5: AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_STICK); break;
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case 6: AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_SUGAR); break;
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}
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}
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AddRandomWeaponDropItem(a_Drops, LootingLevel);
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}
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