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#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);
}
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