Fixed Formatting, added compiler warning suppressing methods, fixed comments
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@ -18,6 +18,7 @@ cIronGolem::cIronGolem(void) :
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void cIronGolem::GetDrops(cItems & a_Drops, cEntity * a_Killer)
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{
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UNUSED(a_Killer);
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AddRandomDropItem(a_Drops, 0, 5, E_ITEM_IRON);
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AddRandomDropItem(a_Drops, 0, 2, E_BLOCK_FLOWER);
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}
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@ -19,6 +19,7 @@ cMagmaCube::cMagmaCube(int a_Size) :
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void cMagmaCube::GetDrops(cItems & a_Drops, cEntity * a_Killer)
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{
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UNUSED(a_Killer);
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if (GetSize() > 1)
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{
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AddRandomUncommonDropItem(a_Drops, 25.0f, E_ITEM_MAGMA_CREAM);
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@ -81,13 +81,13 @@ cMonster::cMonster(const AString & a_ConfigName, eType a_MobType, const AString
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, m_AttackDamage(1)
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, m_AttackRange(2)
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, m_AttackInterval(0)
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, m_SightDistance(25)
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, m_DropChanceWeapon(0.085)
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, m_DropChanceHelmet(0.085)
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, m_DropChanceChestplate(0.085)
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, m_DropChanceLeggings(0.085)
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, m_DropChanceBoots(0.085)
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, m_CanPickUpLoot(true)
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, m_SightDistance(25)
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, m_BurnsInDaylight(false)
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{
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if (!a_ConfigName.empty())
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@ -253,10 +253,10 @@ protected:
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/** Adds one rare item out of the list of rare items a_Items modified by the looting level a_LootingLevel(I-III or custom) to the itemdrop a_Drops*/
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void AddRandomRareDropItem(cItems & a_Drops, cItems & a_Items, short a_LootingLevel);
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/** Adds armor that is equipped with the chance of 8,5% (Looting 3: 11,5%) to the drop*/
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/** Adds armor that is equipped with the chance saved in m_DropChance[...] (this will be greter than 1 if piccked up or 0.085 + (0.01 per LootingLevel) if born with) to the drop*/
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void AddRandomArmorDropItem(cItems & a_Drops, short a_LootingLevel);
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/** Adds weapon that is equipped with the chance of 8,5% (Looting 3: 11,5%) to the drop*/
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/** Adds weapon that is equipped with the chance saved in m_DropChance[...] (this will be greter than 1 if piccked up or 0.085 + (0.01 per LootingLevel) if born with) to the drop*/
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void AddRandomWeaponDropItem(cItems & a_Drops, short a_LootingLevel);
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@ -19,6 +19,7 @@ cSnowGolem::cSnowGolem(void) :
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void cSnowGolem::GetDrops(cItems & a_Drops, cEntity * a_Killer)
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{
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UNUSED(a_Killer);
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AddRandomDropItem(a_Drops, 0, 15, E_ITEM_SNOWBALL);
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}
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