Another fix for excessive food drain
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@ -2141,6 +2141,8 @@ void cPlayer::ApplyFoodExhaustionFromMovement()
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{
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return;
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}
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// If we have just teleported, apply no exhaustion
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if (m_bIsTeleporting)
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{
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m_bIsTeleporting = false;
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@ -2152,6 +2154,13 @@ void cPlayer::ApplyFoodExhaustionFromMovement()
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{
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return;
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}
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// Process exhaustion every two ticks as that is how frequently m_LastPos is updated
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// Otherwise, we apply exhaustion for a 'movement' every tick, one of which is an already processed value
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if (GetWorld()->GetWorldAge() % 2 != 0)
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{
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return;
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}
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// Calculate the distance travelled, update the last pos:
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Vector3d Movement(GetPosition() - m_LastPos);
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@ -449,7 +449,7 @@ protected:
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double m_FoodSaturationLevel;
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/** Count-up to the healing or damaging action, based on m_FoodLevel */
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int m_FoodTickTimer;
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int m_FoodTickTimer;
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/** A "buffer" which adds up hunger before it is substracted from m_FoodSaturationLevel or m_FoodLevel. Each action adds a little */
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double m_FoodExhaustionLevel;
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