From 60bcc06f43e0c249204149153976e534b239d138 Mon Sep 17 00:00:00 2001 From: Mat Date: Sat, 4 Apr 2020 14:44:17 +0300 Subject: Implement wither skeletons (#4563) --- src/Mobs/Skeleton.cpp | 17 +++-------------- 1 file changed, 3 insertions(+), 14 deletions(-) (limited to 'src/Mobs/Skeleton.cpp') diff --git a/src/Mobs/Skeleton.cpp b/src/Mobs/Skeleton.cpp index e8a345d7f..e58bb9384 100644 --- a/src/Mobs/Skeleton.cpp +++ b/src/Mobs/Skeleton.cpp @@ -9,9 +9,8 @@ -cSkeleton::cSkeleton(bool IsWither) : - super("Skeleton", mtSkeleton, "entity.skeleton.hurt", "entity.skeleton.death", "entity.skeleton.ambient", 0.6, 1.8), - m_bIsWither(IsWither) +cSkeleton::cSkeleton(void) : + super("Skeleton", mtSkeleton, "entity.skeleton.hurt", "entity.skeleton.death", "entity.skeleton.ambient", 0.6, 1.8) { } @@ -26,18 +25,8 @@ void cSkeleton::GetDrops(cItems & a_Drops, cEntity * a_Killer) { LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchLooting); } - if (IsWither()) - { - AddRandomUncommonDropItem(a_Drops, 33.0f, E_ITEM_COAL); - cItems RareDrops; - RareDrops.Add(cItem(E_ITEM_HEAD, 1, 1)); - AddRandomRareDropItem(a_Drops, RareDrops, LootingLevel); - } - else - { - AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_ARROW); + AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_ARROW); - } AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_BONE); AddRandomArmorDropItem(a_Drops, LootingLevel); AddRandomWeaponDropItem(a_Drops, LootingLevel); -- cgit v1.2.3