Slight clean up.

master
Zed A. Shaw 2 days ago
parent 521180b086
commit 8594568ff4
  1. 9
      systems.cpp

@ -146,22 +146,19 @@ void System::distribute_loot(GameLevel &level, Position target_pos) {
if(inventory_count > 0) { if(inventory_count > 0) {
auto pile = ritual::random_junk(config, inventory_count); auto pile = ritual::random_junk(config, inventory_count);
auto entity_data = config.devices["GRAVE_STONE"]; auto entity_data = config.devices["DEAD_BODY_LOOTABLE"];
components::configure_entity(world, loot_entity, entity_data["components"]); components::configure_entity(world, loot_entity, entity_data["components"]);
world.set<ritual::JunkPile>(loot_entity, pile); world.set<ritual::JunkPile>(loot_entity, pile);
// BUG: inventory_count here isn't really used to remove it // BUG: inventory_count here isn't really used to remove it
world.set<InventoryItem>(loot_entity, {inventory_count, entity_data}); world.set<InventoryItem>(loot_entity, {inventory_count, entity_data});
set_position(world, *level.collision, loot_entity, target_pos);
level.world->send<Events::GUI>(Events::GUI::ENTITY_SPAWN, loot_entity, {});
} else { } else {
// this creates a dead body on the ground // this creates a dead body on the ground
auto entity_data = config.devices["DEAD_BODY"]; auto entity_data = config.devices["DEAD_BODY"];
components::configure_entity(world, loot_entity, entity_data["components"]); components::configure_entity(world, loot_entity, entity_data["components"]);
}
set_position(world, *level.collision, loot_entity, target_pos); set_position(world, *level.collision, loot_entity, target_pos);
level.world->send<Events::GUI>(Events::GUI::ENTITY_SPAWN, loot_entity, {}); level.world->send<Events::GUI>(Events::GUI::ENTITY_SPAWN, loot_entity, {});
}
} }
void System::death(GameLevel &level) { void System::death(GameLevel &level) {

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