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cuberite-2a/src/Mobs/WitherSkeleton.cpp

63 lines
1.4 KiB
C++

#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", 0.7f, 2.4f)
{
}
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<short>(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));
}