Fixed clamping issues
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c7b7938c04
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041bfd5860
@ -1951,10 +1951,7 @@ void cChunkMap::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_
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double FinalDamage = (((1 / AbsoluteEntityPos.x) + (1 / AbsoluteEntityPos.y) + (1 / AbsoluteEntityPos.z)) * 2) * m_ExplosionSize;
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// Clip damage values
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if (FinalDamage > a_Entity->GetMaxHealth())
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FinalDamage = a_Entity->GetMaxHealth();
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else if (FinalDamage < 0)
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FinalDamage = 0;
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FinalDamage = Clamp(FinalDamage, 0.0, (double)a_Entity->GetMaxHealth());
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if (!a_Entity->IsTNT() && !a_Entity->IsFallingBlock()) // Don't apply damage to other TNT entities and falling blocks, they should be invincible
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{
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@ -470,18 +470,7 @@ inline void AddFaceDirection(int & a_BlockX, unsigned char & a_BlockY, int & a_B
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{
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int Y = a_BlockY;
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AddFaceDirection(a_BlockX, Y, a_BlockZ, a_BlockFace, a_bInverse);
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if (Y < 0)
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{
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a_BlockY = 0;
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}
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else if (Y > 255)
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{
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a_BlockY = 255;
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}
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else
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{
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a_BlockY = (unsigned char)Y;
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}
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a_BlockY = Clamp<unsigned char>(Y, 0, 255);
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}
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@ -327,10 +327,7 @@ bool cEntity::DoTakeDamage(TakeDamageInfo & a_TDI)
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// TODO: Apply damage to armor
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if (m_Health < 0)
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{
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m_Health = 0;
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}
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m_Health = std::max(m_Health, 0);
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if ((IsMob() || IsPlayer()) && (a_TDI.Attacker != NULL)) // Knockback for only players and mobs
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{
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@ -382,10 +382,7 @@ short cPlayer::DeltaExperience(short a_Xp_delta)
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m_CurrentXp += a_Xp_delta;
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// Make sure they didn't subtract too much
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if (m_CurrentXp < 0)
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{
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m_CurrentXp = 0;
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}
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m_CurrentXp = std::max<short int>(m_CurrentXp, 0);
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// Update total for score calculation
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if (a_Xp_delta > 0)
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@ -44,10 +44,7 @@ public:
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// y = -0.25x + 1, where x is the distance from the player. Approximation for potion splash.
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// TODO: better equation
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double Reduction = -0.25 * SplashDistance + 1.0;
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if (Reduction < 0)
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{
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Reduction = 0;
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}
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Reduction = std::max(Reduction, 0.0);
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((cPawn *) a_Entity)->AddEntityEffect(m_EntityEffectType, m_EntityEffect.GetDuration(), m_EntityEffect.GetIntensity(), Reduction);
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return false;
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@ -414,11 +414,7 @@ void cMonster::HandleFalling()
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int cMonster::FindFirstNonAirBlockPosition(double a_PosX, double a_PosZ)
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{
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int PosY = POSY_TOINT;
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if (PosY < 0)
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PosY = 0;
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else if (PosY > cChunkDef::Height)
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PosY = cChunkDef::Height;
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PosY = Clamp(PosY, 0, cChunkDef::Height);
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if (!cBlockInfo::IsSolid(m_World->GetBlock((int)floor(a_PosX), PosY, (int)floor(a_PosZ))))
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{
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