6 #include "../LineBlockTracer.h" 13 super(
"Zombie",
mtZombie,
"entity.zombie.hurt",
"entity.zombie.death", 0.6, 1.8),
14 m_IsVillagerZombie(a_IsVillagerZombie),
25 unsigned int LootingLevel = 0;
26 if (a_Killer !=
nullptr)
void AddRandomWeaponDropItem(cItems &a_Drops, unsigned int a_LootingLevel)
Adds weapon that is equipped with the chance saved in m_DropChance... to the drop.
void AddRandomArmorDropItem(cItems &a_Drops, unsigned int a_LootingLevel)
Adds armor that is equipped with the chance saved in m_DropChance... to the drop. ...
void AddRandomDropItem(cItems &a_Drops, unsigned int a_Min, unsigned int a_Max, short a_Item, short a_ItemHealth=0)
Adds a random number of a_Item between a_Min and a_Max to itemdrops a_Drops.
unsigned int GetLevel(int a_EnchantmentID) const
Returns the level for the specified enchantment; 0 if not stored.
void AddRandomRareDropItem(cItems &a_Drops, cItems &a_Items, unsigned int a_LootingLevel)
Adds one rare item out of the list of rare items a_Items modified by the looting level a_LootingLevel...
cZombie(bool a_IsVillagerZombie)
cEnchantments m_Enchantments
void Add(const cItem &a_Item)
virtual void GetDrops(cItems &a_Drops, cEntity *a_Killer=nullptr) override
Returns the list of drops for this pawn when it is killed.
virtual cItem GetEquippedWeapon(void) const
Returns the curently equipped weapon; empty item if none.
This class bridges a vector of cItem for safe access via Lua.