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https://github.com/neoStudiosLCE/neoLegacy.git
synced 2026-06-09 02:22:54 +00:00
fixed name of cooked fish, the posion effect now doesnt kill you anymore and tnt now get pushed by water
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3b5a7e1fe6
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86accb1328
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@ -22,7 +22,7 @@ BiomeInitLayer::BiomeInitLayer(int64_t seed, shared_ptr<Layer>parent, LevelType
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{
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// Only use biomes that are actually initialized in Biome::staticCtor()
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// to avoid null pointer crashes during world generation.
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startBiomes = BiomeArray(15);
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startBiomes = BiomeArray(14);
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startBiomes[0] = Biome::desert;
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startBiomes[1] = Biome::forest;
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startBiomes[2] = Biome::extremeHills;
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@ -37,7 +37,7 @@ BiomeInitLayer::BiomeInitLayer(int64_t seed, shared_ptr<Layer>parent, LevelType
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startBiomes[11] = Biome::sunflowersPlains;
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startBiomes[12] = Biome::coldTaiga;
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startBiomes[13] = Biome::megaTaiga;
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startBiomes[14] = Biome::iceSpikes;
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//startBiomes[14] = Biome::iceSpikes;
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}
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}
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@ -9,7 +9,7 @@
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#include "FishFoodItem.h"
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const unsigned int FishFoodItem::NAMES[FISH_COUNT] = { IDS_ITEM_FISH_RAW, IDS_ITEM_SALMON_RAW, IDS_ITEM_CLOWNFISH, IDS_ITEM_PUFFERFISH };
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const unsigned int FishFoodItem::COOKED_NAMES[FISH_COUNT] = { IDS_DESC_FISH_COOKED, IDS_ITEM_SALMON_COOKED, NULL, NULL };
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const unsigned int FishFoodItem::COOKED_NAMES[FISH_COUNT] = { IDS_ITEM_FISH_COOKED, IDS_ITEM_SALMON_COOKED, NULL, NULL };
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const unsigned int FishFoodItem::DESCRIPTIONS[FISH_COUNT] = { IDS_DESC_FISH_RAW, IDS_DESC_SALMON_RAW, IDS_DESC_CLOWNFISH, IDS_DESC_PUFFERFISH };
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const unsigned int FishFoodItem::COOKED_DESCRIPTIONS[FISH_COUNT] = { IDS_DESC_FISH_COOKED, IDS_DESC_SALMON_COOKED, NULL, NULL };
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@ -137,9 +137,12 @@ void MobEffect::applyEffectTick(shared_ptr<LivingEntity> mob, int amplification)
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}
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else if (id == poison->id)
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{
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if (mob->getHealth() > 1)
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float health = mob->getHealth();
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if (health > 1.0f)
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{
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mob->hurt(DamageSource::magic, 1);
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float safeDmg = health - 1.0f;
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if (safeDmg > 0.0f)
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mob->hurt(DamageSource::magic, safeDmg);
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}
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}
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else if (id == wither->id)
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@ -66,12 +66,35 @@ void PrimedTnt::tick()
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xo = x;
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yo = y;
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zo = z;
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this->updateInWaterState();
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bool inWater = this->isInWater() || this->isInLava();
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if (inWater)
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{
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yd -= 0.0392f;
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}
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else
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{
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yd -= 0.04f;
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}
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move(xd, yd, zd);
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if (inWater)
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{
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xd *= 0.8f;
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yd *= 0.8f;
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zd *= 0.8f;
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}
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else
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{
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xd *= 0.98f;
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yd *= 0.98f;
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zd *= 0.98f;
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}
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yd -= 0.04f;
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move(xd, yd, zd);
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xd *= 0.98f;
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yd *= 0.98f;
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zd *= 0.98f;
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if (onGround)
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{
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