#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "Cow.h" #include "../Entities/Player.h" cCow::cCow(void) : super("Cow", mtCow, "entity.cow.hurt", "entity.cow.death", 0.9, 1.3), m_BehaviorItemReplacer(E_ITEM_BUCKET, E_ITEM_MILK) { m_EMPersonality = PASSIVE; m_BehaviorBreeder.AttachToMonster(*this); m_BehaviorCoward.AttachToMonster(*this); m_BehaviorItemFollower.AttachToMonster(*this); m_BehaviorWanderer.AttachToMonster(*this); m_BehaviorItemReplacer.AttachToMonster(*this); } void cCow::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_LEATHER); AddRandomDropItem(a_Drops, 1, 3 + LootingLevel, IsOnFire() ? E_ITEM_STEAK : E_ITEM_RAW_BEEF); } cBehaviorBreeder * cCow::GetBehaviorBreeder() { return &m_BehaviorBreeder; } const cBehaviorBreeder * cCow::GetBehaviorBreeder() const { return static_cast(&m_BehaviorBreeder); }