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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "Pig.h"
#include "../Entities/Player.h"
#include "../World.h"
cPig::cPig(void) :
super("Pig", mtPig, "mob.pig.say", "mob.pig.death", 0.9, 0.9),
m_bIsSaddled(false)
{
}
void cPig::GetDrops(cItems & a_Drops, cEntity * a_Killer)
{
int LootingLevel = 0;
if (a_Killer != nullptr)
{
LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchLooting);
}
AddRandomDropItem(a_Drops, 1, 3 + LootingLevel, IsOnFire() ? E_ITEM_COOKED_PORKCHOP : E_ITEM_RAW_PORKCHOP);
if (m_bIsSaddled)
{
a_Drops.push_back(cItem(E_ITEM_SADDLE, 1));
}
}
void cPig::OnRightClicked(cPlayer & a_Player)
{
if (m_bIsSaddled)
{
if (m_Attachee != nullptr)
{
if (m_Attachee->GetUniqueID() == a_Player.GetUniqueID())
{
// This player is already sitting in, they want out.
a_Player.Detach();
return;
}
if (m_Attachee->IsPlayer())
{
// Another player is already sitting in here, cannot attach
return;
}
// Detach whatever is sitting in this pig now:
m_Attachee->Detach();
}
// Attach the player to this pig
a_Player.AttachTo(this);
}
else if (a_Player.GetEquippedItem().m_ItemType == E_ITEM_SADDLE)
{
if (!a_Player.IsGameModeCreative())
{
a_Player.GetInventory().RemoveOneEquippedItem();
}
// Set saddle state & broadcast metadata
m_bIsSaddled = true;
m_World->BroadcastEntityMetadata(*this);
}
}
void cPig::Tick(float a_Dt, cChunk & a_Chunk)
{
super::Tick(a_Dt, a_Chunk);
// If the attachee player is holding a carrot-on-stick, let them drive this pig:
if (m_bIsSaddled && (m_Attachee != nullptr))
{
if (m_Attachee->IsPlayer() && (m_Attachee->GetEquippedWeapon().m_ItemType == E_ITEM_CARROT_ON_STICK))
{
MoveToPosition((m_Attachee->GetPosition()) + (m_Attachee->GetLookVector()*10));
m_bMovingToDestination = true;
}
}
}
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