#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "Witch.h" cWitch::cWitch(void) : super("Witch", mtWitch, "", "", 0.6, 1.8) { } void cWitch::GetDrops(cItems & a_Drops, cEntity * a_Killer) { int LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(E_ENCHANTMENT_LOOTING); MTRand r1; int DropTypeCount = (r1.randInt() % 3) + 1; for (int i = 0; i < DropTypeCount; i++) { 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); } } cItems RareDrops; if (!GetEquippedWeapon().IsEmpty()) RareDrops.Add(GetEquippedWeapon()); AddRandomRareDropItem(a_Drops, RareDrops, LootingLevel); }