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authorLogicParrot <LogicParrot@users.noreply.github.com>2017-08-22 19:54:36 +0200
committerLogicParrot <LogicParrot@users.noreply.github.com>2017-08-22 19:55:30 +0200
commit10a5271501670fc5f7066bbeefc63cd106351672 (patch)
tree9bc1ef775ae6ded57b465266c01cd83b664747ed /src/Mobs/Zombie.cpp
parentd (diff)
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Diffstat (limited to '')
-rw-r--r--src/Mobs/Zombie.cpp34
1 files changed, 17 insertions, 17 deletions
diff --git a/src/Mobs/Zombie.cpp b/src/Mobs/Zombie.cpp
index 882e98bf1..6f889e182 100644
--- a/src/Mobs/Zombie.cpp
+++ b/src/Mobs/Zombie.cpp
@@ -10,11 +10,11 @@
cZombie::cZombie(bool a_IsVillagerZombie) :
- super("Zombie", mtZombie, "entity.zombie.hurt", "entity.zombie.death", 0.6, 1.8),
- m_IsVillagerZombie(a_IsVillagerZombie),
- m_IsConverting(false)
+ super("Zombie", mtZombie, "entity.zombie.hurt", "entity.zombie.death", 0.6, 1.8),
+ m_IsVillagerZombie(a_IsVillagerZombie),
+ m_IsConverting(false)
{
- SetBurnsInDaylight(true);
+
}
@@ -23,17 +23,17 @@ cZombie::cZombie(bool a_IsVillagerZombie) :
void cZombie::GetDrops(cItems & a_Drops, cEntity * a_Killer)
{
- unsigned int LootingLevel = 0;
- if (a_Killer != nullptr)
- {
- LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchLooting);
- }
- 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));
- AddRandomRareDropItem(a_Drops, RareDrops, LootingLevel);
- AddRandomArmorDropItem(a_Drops, LootingLevel);
- AddRandomWeaponDropItem(a_Drops, LootingLevel);
+ unsigned int LootingLevel = 0;
+ if (a_Killer != nullptr)
+ {
+ LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchLooting);
+ }
+ 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));
+ AddRandomRareDropItem(a_Drops, RareDrops, LootingLevel);
+ AddRandomArmorDropItem(a_Drops, LootingLevel);
+ AddRandomWeaponDropItem(a_Drops, LootingLevel);
}