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author | TheJumper <maximilian.springer@web.de> | 2014-02-23 19:35:56 +0100 |
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committer | TheJumper <maximilian.springer@web.de> | 2014-02-23 19:35:56 +0100 |
commit | 2f59517023765e8f5d5555adacafd146729ab071 (patch) | |
tree | bb5202265e994a69e16041a86e8199563ee6e940 /src/Mobs/Skeleton.cpp | |
parent | Added static Enchantment Constants, Replaced cryptic Looting ID (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/Mobs/Skeleton.cpp | 20 |
1 files changed, 9 insertions, 11 deletions
diff --git a/src/Mobs/Skeleton.cpp b/src/Mobs/Skeleton.cpp index 622cb5ceb..47fcdbb26 100644 --- a/src/Mobs/Skeleton.cpp +++ b/src/Mobs/Skeleton.cpp @@ -20,28 +20,26 @@ cSkeleton::cSkeleton(bool IsWither) : void cSkeleton::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); + } if (IsWither()) { - AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_BONE); AddRandomUncommonDropItem(a_Drops, 33.0f, E_ITEM_COAL); cItems RareDrops; RareDrops.Add(cItem(E_ITEM_HEAD, 1, 1)); - if (!GetEquippedWeapon().IsEmpty()) RareDrops.Add(GetEquippedWeapon()); AddRandomRareDropItem(a_Drops, RareDrops, LootingLevel); } else { AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_ARROW); - AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_BONE); - cItems RareDrops; - if (!GetEquippedHelmet().IsEmpty()) RareDrops.Add(GetEquippedHelmet()); - if (!GetEquippedChestplate().IsEmpty()) RareDrops.Add(GetEquippedChestplate()); - if (!GetEquippedLeggings().IsEmpty()) RareDrops.Add(GetEquippedLeggings()); - if (!GetEquippedBoots().IsEmpty()) RareDrops.Add(GetEquippedBoots()); - if (!GetEquippedWeapon().IsEmpty()) RareDrops.Add(GetEquippedWeapon()); - AddRandomRareDropItem(a_Drops, RareDrops, LootingLevel); + } + AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_BONE); + AddRandomArmorDropItem(a_Drops, LootingLevel); + AddRandomWeaponDropItem(a_Drops, LootingLevel); } |