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Implement wither skeletons (#4563)

This commit is contained in:
Mat
2020-04-04 14:44:17 +03:00
committed by GitHub
parent aac592f985
commit 60bcc06f43
23 changed files with 355 additions and 231 deletions

View File

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