Fixed Formatting, Added DropChances and CanPickUpLoot attributes to Monsters
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@ -86,6 +86,7 @@ cMonster::cMonster(const AString & a_ConfigName, eType a_MobType, const AString
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, m_DropChanceChestplate(0.085)
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, m_DropChanceChestplate(0.085)
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, m_DropChanceLeggings(0.085)
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, m_DropChanceLeggings(0.085)
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, m_DropChanceBoots(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_SightDistance(25)
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, m_BurnsInDaylight(false)
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, m_BurnsInDaylight(false)
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{
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{
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@ -119,16 +119,18 @@ public:
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void SetAttackDamage(int a_AttackDamage) { m_AttackDamage = a_AttackDamage; }
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void SetAttackDamage(int a_AttackDamage) { m_AttackDamage = a_AttackDamage; }
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void SetSightDistance(int a_SightDistance) { m_SightDistance = a_SightDistance; }
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void SetSightDistance(int a_SightDistance) { m_SightDistance = a_SightDistance; }
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float GetDropChanceWeapon() { return m_DropChanceWeapon; };
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float GetDropChanceWeapon() { return m_DropChanceWeapon; }
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float GetDropChanceHelmet() { return m_DropChanceHelmet; };
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float GetDropChanceHelmet() { return m_DropChanceHelmet; }
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float GetDropChanceChestplate() { return m_DropChanceChestplate; };
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float GetDropChanceChestplate() { return m_DropChanceChestplate; }
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float GetDropChanceLeggings() { return m_DropChanceLeggings; };
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float GetDropChanceLeggings() { return m_DropChanceLeggings; }
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float GetDropChanceBoots() { return m_DropChanceBoots; };
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float GetDropChanceBoots() { return m_DropChanceBoots; }
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void SetDropChanceWeapon(float a_DropChanceWeapon) { m_DropChanceWeapon = a_DropChanceWeapon; };
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bool CanPickUpLoot() { return m_CanPickUpLoot; }
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void SetDropChanceHelmet(float a_DropChanceHelmet) { m_DropChanceHelmet = a_DropChanceHelmet; };
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void SetDropChanceWeapon(float a_DropChanceWeapon) { m_DropChanceWeapon = a_DropChanceWeapon; }
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void SetDropChanceChestplate(float a_DropChanceChestplate) { m_DropChanceChestplate = a_DropChanceChestplate; };
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void SetDropChanceHelmet(float a_DropChanceHelmet) { m_DropChanceHelmet = a_DropChanceHelmet; }
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void SetDropChanceLeggings(float a_DropChanceLeggings) { m_DropChanceLeggings = a_DropChanceLeggings; };
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void SetDropChanceChestplate(float a_DropChanceChestplate) { m_DropChanceChestplate = a_DropChanceChestplate; }
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void SetDropChanceBoots(float a_DropChanceBoots) { m_DropChanceBoots = a_DropChanceBoots; };
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void SetDropChanceLeggings(float a_DropChanceLeggings) { m_DropChanceLeggings = a_DropChanceLeggings; }
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void SetDropChanceBoots(float a_DropChanceBoots) { m_DropChanceBoots = a_DropChanceBoots; }
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void SetCanPickUpLoot(bool a_CanPickUpLoot) { m_CanPickUpLoot = a_CanPickUpLoot; }
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/// Sets whether the mob burns in daylight. Only evaluated at next burn-decision tick
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/// Sets whether the mob burns in daylight. Only evaluated at next burn-decision tick
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void SetBurnsInDaylight(bool a_BurnsInDaylight) { m_BurnsInDaylight = a_BurnsInDaylight; }
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void SetBurnsInDaylight(bool a_BurnsInDaylight) { m_BurnsInDaylight = a_BurnsInDaylight; }
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@ -237,6 +239,7 @@ protected:
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float m_DropChanceChestplate;
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float m_DropChanceChestplate;
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float m_DropChanceLeggings;
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float m_DropChanceLeggings;
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float m_DropChanceBoots;
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float m_DropChanceBoots;
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bool m_CanPickUpLoot;
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void HandleDaylightBurning(cChunk & a_Chunk);
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void HandleDaylightBurning(cChunk & a_Chunk);
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bool m_BurnsInDaylight;
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bool m_BurnsInDaylight;
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@ -416,6 +416,7 @@ void cNBTChunkSerializer::AddMonsterEntity(cMonster * a_Monster)
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m_Writer.AddFloat("", a_Monster->GetDropChanceLeggings());
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m_Writer.AddFloat("", a_Monster->GetDropChanceLeggings());
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m_Writer.AddFloat("", a_Monster->GetDropChanceBoots());
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m_Writer.AddFloat("", a_Monster->GetDropChanceBoots());
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m_Writer.EndList();
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m_Writer.EndList();
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m_Writer.AddByte("CanPickUpLoot", (char)a_Monster->CanPickUpLoot());
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switch (a_Monster->GetMobType())
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switch (a_Monster->GetMobType())
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{
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{
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case cMonster::mtBat:
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case cMonster::mtBat:
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@ -2179,6 +2179,8 @@ bool cWSSAnvil::LoadMonsterBaseFromNBT(cMonster & a_Monster, const cParsedNBT &
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a_Monster.SetDropChanceChestplate(DropChance[2]);
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a_Monster.SetDropChanceChestplate(DropChance[2]);
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a_Monster.SetDropChanceLeggings(DropChance[3]);
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a_Monster.SetDropChanceLeggings(DropChance[3]);
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a_Monster.SetDropChanceBoots(DropChance[4]);
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a_Monster.SetDropChanceBoots(DropChance[4]);
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bool CanPickUpLoot = (a_NBT.GetByte(a_NBT.FindChildByName(a_TagIdx, "CanPickUpLoot")) == 1);
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a_Monster.SetCanPickUpLoot(CanPickUpLoot);
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return true;
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return true;
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}
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}
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