Rename mob source files to fit CamelCase.
Rename Cavespider.cpp to CaveSpider.cpp Rename Cavespider.h to CaveSpider.h Rename Magmacube.cpp to MagmaCube.cpp Rename Magmacube.h to MagmaCube.h Rename Zombiepigman.cpp to ZombiePigman.cpp Rename Zombiepigman.h to ZombiePigman.h
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53
src/Mobs/ZombiePigman.cpp
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53
src/Mobs/ZombiePigman.cpp
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "Zombiepigman.h"
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#include "../World.h"
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cZombiePigman::cZombiePigman(void) :
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super("ZombiePigman", mtZombiePigman, "mob.zombiepig.zpighurt", "mob.zombiepig.zpigdeath", 0.6, 1.8)
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{
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}
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void cZombiePigman::GetDrops(cItems & a_Drops, cEntity * a_Killer)
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{
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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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AddRandomDropItem(a_Drops, 0, 1 + LootingLevel, E_ITEM_ROTTEN_FLESH);
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AddRandomDropItem(a_Drops, 0, 1 + LootingLevel, E_ITEM_GOLD_NUGGET);
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cItems RareDrops;
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RareDrops.Add(cItem(E_ITEM_GOLD));
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AddRandomRareDropItem(a_Drops, RareDrops, LootingLevel);
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AddRandomArmorDropItem(a_Drops, LootingLevel);
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AddRandomWeaponDropItem(a_Drops, LootingLevel);
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}
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void cZombiePigman::KilledBy(cEntity * a_Killer)
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{
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super::KilledBy(a_Killer);
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if ((a_Killer != NULL) && (a_Killer->IsPlayer()))
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{
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// TODO: Anger all nearby zombie pigmen
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// TODO: In vanilla, if one player angers ZPs, do they attack any nearby player, or only that one attacker?
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}
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}
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