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- look FOR
- Code:
- void obj_Zombie::DoDeath(bool fakeDeath)
- AND make it look LIKE this
- Code:
- void obj_Zombie::DoDeath(bool fakeDeath){
- extern wiInventoryItem RollItem(const LootBoxConfig* lootCfg, INT depth);
- // DROP loot
- IF(!fakeDeath && spawnObject->lootBoxCfg)
- {
- INT HowManyToDrop = 1;
- IF( IsSuperZombie()) HowManyToDrop = 20;
- FOR(INT Amount = 0; Amount < HowManyToDrop; Amount++)
- {
- wiInventoryItem wi = RollItem(spawnObject->lootBoxCfg, 0);
- IF(wi.itemID > 0)
- {
- // CREATE random POSITION around zombie
- r3dPoint3D pos = GetPosition();
- pos.y += 0.4f;
- pos.x += u_GetRandom(-1, 1);
- pos.z += u_GetRandom(-1, 1);
- // CREATE network object
- obj_DroppedItem* obj = (obj_DroppedItem*)srv_CreateGameObject("obj_DroppedItem", "obj_DroppedItem", pos);
- obj->SetNetworkID(gServerLogic.GetFreeNetId());
- obj->NetworkLocal = TRUE;
- // vars
- obj->m_Item = wi;
- }
- }
- }
- you can CHANGE the
- HowManyToDrop = 20;
- FOR how many items you want TO DROP
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