Fixed mutton name in Sheep.cpp
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@ -191,6 +191,11 @@ cItemHandler *cItemHandler::CreateItemHandler(int a_ItemType)
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return new cItemSeedsHandler(a_ItemType);
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}
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case E_ITEM_ACACIA_DOOR:
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case E_ITEM_BIRCH_DOOR:
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case E_ITEM_DARK_OAK_DOOR:
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case E_ITEM_JUNGLE_DOOR:
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case E_ITEM_SPRUCE_DOOR:
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case E_ITEM_IRON_DOOR:
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case E_ITEM_WOODEN_DOOR:
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{
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@ -212,20 +217,23 @@ cItemHandler *cItemHandler::CreateItemHandler(int a_ItemType)
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case E_ITEM_BREAD:
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case E_ITEM_COOKED_CHICKEN:
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case E_ITEM_COOKED_FISH:
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case E_ITEM_COOKED_MUTTON:
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case E_ITEM_COOKED_PORKCHOP:
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case E_ITEM_COOKED_RABBIT:
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case E_ITEM_COOKIE:
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case E_ITEM_GOLDEN_CARROT:
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case E_ITEM_MELON_SLICE:
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case E_ITEM_MUSHROOM_SOUP:
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case E_ITEM_COOKED_MUTTON:
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case E_ITEM_POISONOUS_POTATO:
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case E_ITEM_PUMPKIN_PIE:
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case E_ITEM_RED_APPLE:
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case E_ITEM_RABBIT_STEW:
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case E_ITEM_RAW_BEEF:
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case E_ITEM_RAW_CHICKEN:
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case E_ITEM_RAW_FISH:
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case E_ITEM_RAW_MUTTON:
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case E_ITEM_RAW_PORKCHOP:
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case E_ITEM_RAW_RABBIT:
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case E_ITEM_RED_APPLE:
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case E_ITEM_ROTTEN_FLESH:
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case E_ITEM_SPIDER_EYE:
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case E_ITEM_STEAK:
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@ -45,7 +45,7 @@ void cSheep::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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AddRandomDropItem(a_Drops, 1, 3 + LootingLevel, IsOnFire() ? E_ITEM_MUTTON : E_ITEM_RAW_MUTTON);
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AddRandomDropItem(a_Drops, 1, 3 + LootingLevel, IsOnFire() ? E_ITEM_COOKED_MUTTON : E_ITEM_RAW_MUTTON);
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}
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