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cuberite-2a/src/Mobs/ZombiePigman.cpp
archshift c2f2ef7cb4 Rename mob source files to fit CamelCase.
Rename Cavespider.cpp to CaveSpider.cpp

Rename Cavespider.h to CaveSpider.h

Rename Magmacube.cpp to MagmaCube.cpp

Rename Magmacube.h to MagmaCube.h

Rename Zombiepigman.cpp to ZombiePigman.cpp

Rename Zombiepigman.h to ZombiePigman.h
2014-04-23 15:22:49 -07:00

54 lines
1.1 KiB
C++

#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "Zombiepigman.h"
#include "../World.h"
cZombiePigman::cZombiePigman(void) :
super("ZombiePigman", mtZombiePigman, "mob.zombiepig.zpighurt", "mob.zombiepig.zpigdeath", 0.6, 1.8)
{
}
void cZombiePigman::GetDrops(cItems & a_Drops, cEntity * a_Killer)
{
int LootingLevel = 0;
if (a_Killer != NULL)
{
LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchLooting);
}
AddRandomDropItem(a_Drops, 0, 1 + LootingLevel, E_ITEM_ROTTEN_FLESH);
AddRandomDropItem(a_Drops, 0, 1 + LootingLevel, E_ITEM_GOLD_NUGGET);
cItems RareDrops;
RareDrops.Add(cItem(E_ITEM_GOLD));
AddRandomRareDropItem(a_Drops, RareDrops, LootingLevel);
AddRandomArmorDropItem(a_Drops, LootingLevel);
AddRandomWeaponDropItem(a_Drops, LootingLevel);
}
void cZombiePigman::KilledBy(cEntity * a_Killer)
{
super::KilledBy(a_Killer);
if ((a_Killer != NULL) && (a_Killer->IsPlayer()))
{
// TODO: Anger all nearby zombie pigmen
// TODO: In vanilla, if one player angers ZPs, do they attack any nearby player, or only that one attacker?
}
}