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-rw-r--r--src/Mobs/Monster.h8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/Mobs/Monster.h b/src/Mobs/Monster.h
index 96e73b45b..750040468 100644
--- a/src/Mobs/Monster.h
+++ b/src/Mobs/Monster.h
@@ -233,7 +233,7 @@ protected:
AString m_SoundHurt;
AString m_SoundDeath;
- float m_AttackRate;
+ float m_AttackRate;
int m_AttackDamage;
int m_AttackRange;
float m_AttackInterval;
@@ -250,13 +250,13 @@ protected:
bool m_BurnsInDaylight;
/** Adds a random number of a_Item between a_Min and a_Max to itemdrops a_Drops*/
- void AddRandomDropItem(cItems & a_Drops, unsigned int a_Min, unsigned int a_Max, short a_Item, short a_ItemHealth = 0);
+ void AddRandomDropItem(cItems & a_Drops, unsigned int a_Min, unsigned int a_Max, short a_Item, short a_ItemHealth = 0);
/** Adds a item a_Item with the chance of a_Chance (in percent) to itemdrops a_Drops*/
- void AddRandomUncommonDropItem(cItems & a_Drops, float a_Chance, short a_Item, short a_ItemHealth = 0);
+ void AddRandomUncommonDropItem(cItems & a_Drops, float a_Chance, short a_Item, short a_ItemHealth = 0);
/** Adds one rare item out of the list of rare items a_Items modified by the looting level a_LootingLevel(I-III or custom) to the itemdrop a_Drops*/
- void AddRandomRareDropItem(cItems & a_Drops, cItems & a_Items, short a_LootingLevel);
+ void AddRandomRareDropItem(cItems & a_Drops, cItems & a_Items, short a_LootingLevel);
/** Adds armor that is equipped with the chance saved in m_DropChance[...] (this will be greter than 1 if piccked up or 0.085 + (0.01 per LootingLevel) if born with) to the drop*/
void AddRandomArmorDropItem(cItems & a_Drops, short a_LootingLevel);