Implement wither skeletons (#4563)
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@@ -9,9 +9,8 @@
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cSkeleton::cSkeleton(bool IsWither) :
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super("Skeleton", mtSkeleton, "entity.skeleton.hurt", "entity.skeleton.death", "entity.skeleton.ambient", 0.6, 1.8),
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m_bIsWither(IsWither)
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cSkeleton::cSkeleton(void) :
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super("Skeleton", mtSkeleton, "entity.skeleton.hurt", "entity.skeleton.death", "entity.skeleton.ambient", 0.6, 1.8)
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{
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}
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@@ -26,18 +25,8 @@ void cSkeleton::GetDrops(cItems & a_Drops, cEntity * a_Killer)
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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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if (IsWither())
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{
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AddRandomUncommonDropItem(a_Drops, 33.0f, E_ITEM_COAL);
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cItems RareDrops;
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RareDrops.Add(cItem(E_ITEM_HEAD, 1, 1));
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AddRandomRareDropItem(a_Drops, RareDrops, LootingLevel);
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}
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else
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{
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AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_ARROW);
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AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_ARROW);
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}
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AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_BONE);
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AddRandomArmorDropItem(a_Drops, LootingLevel);
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AddRandomWeaponDropItem(a_Drops, LootingLevel);
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