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-rw-r--r--src/Mobs/AggressiveMonster.cpp2
-rw-r--r--src/Mobs/Monster.cpp27
2 files changed, 24 insertions, 5 deletions
diff --git a/src/Mobs/AggressiveMonster.cpp b/src/Mobs/AggressiveMonster.cpp
index 41ef26e2a..7ca7a9d66 100644
--- a/src/Mobs/AggressiveMonster.cpp
+++ b/src/Mobs/AggressiveMonster.cpp
@@ -75,7 +75,9 @@ void cAggressiveMonster::Tick(float a_Dt, cChunk & a_Chunk)
}
if (m_Target == nullptr)
+ {
return;
+ }
cTracer LineOfSight(GetWorld());
Vector3d AttackDirection(m_Target->GetPosition() - GetPosition());
diff --git a/src/Mobs/Monster.cpp b/src/Mobs/Monster.cpp
index b8926e31d..c8b2ed774 100644
--- a/src/Mobs/Monster.cpp
+++ b/src/Mobs/Monster.cpp
@@ -267,7 +267,9 @@ void cMonster::Tick(float a_Dt, cChunk & a_Chunk)
}
if ((m_Target != nullptr) && m_Target->IsDestroyed())
+ {
m_Target = nullptr;
+ }
// Burning in daylight
HandleDaylightBurning(a_Chunk);
@@ -1028,22 +1030,34 @@ void cMonster::AddRandomArmorDropItem(cItems & a_Drops, short a_LootingLevel)
MTRand r1;
if (r1.randInt() % 200 < ((m_DropChanceHelmet * 200) + (a_LootingLevel * 2)))
{
- if (!GetEquippedHelmet().IsEmpty()) a_Drops.push_back(GetEquippedHelmet());
+ if (!GetEquippedHelmet().IsEmpty())
+ {
+ a_Drops.push_back(GetEquippedHelmet());
+ }
}
if (r1.randInt() % 200 < ((m_DropChanceChestplate * 200) + (a_LootingLevel * 2)))
{
- if (!GetEquippedChestplate().IsEmpty()) a_Drops.push_back(GetEquippedChestplate());
+ if (!GetEquippedChestplate().IsEmpty())
+ {
+ a_Drops.push_back(GetEquippedChestplate());
+ }
}
if (r1.randInt() % 200 < ((m_DropChanceLeggings * 200) + (a_LootingLevel * 2)))
{
- if (!GetEquippedLeggings().IsEmpty()) a_Drops.push_back(GetEquippedLeggings());
+ if (!GetEquippedLeggings().IsEmpty())
+ {
+ a_Drops.push_back(GetEquippedLeggings());
+ }
}
if (r1.randInt() % 200 < ((m_DropChanceBoots * 200) + (a_LootingLevel * 2)))
{
- if (!GetEquippedBoots().IsEmpty()) a_Drops.push_back(GetEquippedBoots());
+ if (!GetEquippedBoots().IsEmpty())
+ {
+ a_Drops.push_back(GetEquippedBoots());
+ }
}
}
@@ -1056,7 +1070,10 @@ void cMonster::AddRandomWeaponDropItem(cItems & a_Drops, short a_LootingLevel)
MTRand r1;
if (r1.randInt() % 200 < ((m_DropChanceWeapon * 200) + (a_LootingLevel * 2)))
{
- if (!GetEquippedWeapon().IsEmpty()) a_Drops.push_back(GetEquippedWeapon());
+ if (!GetEquippedWeapon().IsEmpty())
+ {
+ a_Drops.push_back(GetEquippedWeapon());
+ }
}
}