#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "WitherSkeleton.h" #include "../World.h" #include "../ClientHandle.h" cWitherSkeleton::cWitherSkeleton(void) : Super("WitherSkeleton", mtWitherSkeleton, "entity.wither_skeleton.hurt", "entity.wither_skeleton.death", "entity.wither_skeleton.ambient", 0.7, 2.4) { } bool cWitherSkeleton::Attack(std::chrono::milliseconds a_Dt) { if (GetTarget() == nullptr) { return false; } GetTarget()->AddEntityEffect(cEntityEffect::effWither, 200, 0); return Super::Attack(a_Dt); } void cWitherSkeleton::GetDrops(cItems & a_Drops, cEntity * a_Killer) { unsigned int LootingLevel = 0; if (a_Killer != nullptr) { LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchLooting); } AddRandomUncommonDropItem(a_Drops, 33.0f, E_ITEM_COAL); AddRandomUncommonDropItem(a_Drops, 8.5f, E_ITEM_STONE_SWORD, GetRandomProvider().RandInt(50)); cItems RareDrops; RareDrops.Add(cItem(E_ITEM_HEAD, 1, 1)); AddRandomRareDropItem(a_Drops, RareDrops, LootingLevel); AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_BONE); AddRandomArmorDropItem(a_Drops, LootingLevel); AddRandomWeaponDropItem(a_Drops, LootingLevel); } void cWitherSkeleton::SpawnOn(cClientHandle & a_ClientHandle) { Super::SpawnOn(a_ClientHandle); a_ClientHandle.SendEntityEquipment(*this, 0, cItem(E_ITEM_STONE_SWORD)); }