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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "Zombie.h"
#include "../World.h"
#include "../LineBlockTracer.h"
cZombie::cZombie(bool a_IsVillagerZombie) :
super("Zombie", mtZombie, "mob.zombie.hurt", "mob.zombie.death", 0.6, 1.8),
m_IsVillagerZombie(a_IsVillagerZombie),
m_IsConverting(false)
{
SetBurnsInDaylight(true);
}
void cZombie::GetDrops(cItems & a_Drops, cEntity * a_Killer)
{
int LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(E_ENCHANTMENT_LOOTING);
AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_ROTTEN_FLESH);
cItems RareDrops;
RareDrops.Add(cItem(E_ITEM_IRON));
RareDrops.Add(cItem(E_ITEM_CARROT));
RareDrops.Add(cItem(E_ITEM_POTATO));
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);
}
void cZombie::MoveToPosition(const Vector3f & a_Position)
{
// If the destination is in the sun and if it is not night AND the zombie isn't on fire then block the movement.
if (
!IsOnFire() &&
(m_World->GetTimeOfDay() < 13187) &&
(m_World->GetBlockSkyLight((int)a_Position.x, (int)a_Position.y, (int)a_Position.z) == 15)
)
{
m_bMovingToDestination = false;
return;
}
super::MoveToPosition(a_Position);
}
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