From 2f59517023765e8f5d5555adacafd146729ab071 Mon Sep 17 00:00:00 2001 From: TheJumper Date: Sun, 23 Feb 2014 19:35:56 +0100 Subject: Fixed Formatting, Added DropChances and CanPickUpLoot attributes to Monsters --- src/Mobs/Witch.cpp | 24 +++++++++++++----------- 1 file changed, 13 insertions(+), 11 deletions(-) (limited to 'src/Mobs/Witch.cpp') diff --git a/src/Mobs/Witch.cpp b/src/Mobs/Witch.cpp index 6cb103645..6956f7b7a 100644 --- a/src/Mobs/Witch.cpp +++ b/src/Mobs/Witch.cpp @@ -18,7 +18,11 @@ cWitch::cWitch(void) : void cWitch::GetDrops(cItems & a_Drops, cEntity * a_Killer) { - int LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(E_ENCHANTMENT_LOOTING); + int LootingLevel = 0; + if (a_Killer != NULL) + { + LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchLooting); + } MTRand r1; int DropTypeCount = (r1.randInt() % 3) + 1; for (int i = 0; i < DropTypeCount; i++) @@ -26,18 +30,16 @@ void cWitch::GetDrops(cItems & a_Drops, cEntity * a_Killer) int DropType = r1.randInt() % 7; switch (DropType) { - case 0: AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_GLASS_BOTTLE); - case 1: AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_GLOWSTONE_DUST); - case 2: AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_GUNPOWDER); - case 3: AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_REDSTONE_DUST); - case 4: AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_SPIDER_EYE); - case 5: AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_STICK); - case 6: AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_SUGAR); + case 0: AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_GLASS_BOTTLE); break; + case 1: AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_GLOWSTONE_DUST); break; + case 2: AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_GUNPOWDER); break; + case 3: AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_REDSTONE_DUST); break; + case 4: AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_SPIDER_EYE); break; + case 5: AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_STICK); break; + case 6: AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_SUGAR); break; } } - cItems RareDrops; - if (!GetEquippedWeapon().IsEmpty()) RareDrops.Add(GetEquippedWeapon()); - AddRandomRareDropItem(a_Drops, RareDrops, LootingLevel); + AddRandomWeaponDropItem(a_Drops, LootingLevel); } -- cgit v1.2.3