Haybale damage reduction implementation (#5277)
* Haybale damage reduction impl * Update Pawn.cpp
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@ -423,20 +423,27 @@ void cPawn::HandleFalling(void)
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Damage = static_cast<int>(static_cast<float>(Damage) * 0.33);
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}
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TakeDamage(dtFalling, nullptr, Damage, static_cast<float>(Damage), 0);
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// Fall particles:
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if (const auto Below = POS_TOINT.addedY(-1); Below.y >= 0)
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{
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const auto BlockBelow = GetWorld()->GetBlock(Below);
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if (BlockBelow == E_BLOCK_HAY_BALE)
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{
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Damage = std::clamp(static_cast<int>(static_cast<float>(Damage) * 0.2), 1, 20);
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}
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GetWorld()->BroadcastParticleEffect(
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"blockdust",
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GetPosition(),
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{ 0, 0, 0 },
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(Damage - 1.f) * ((0.3f - 0.1f) / (15.f - 1.f)) + 0.1f, // Map damage (1 - 15) to particle speed (0.1 - 0.3)
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static_cast<int>((Damage - 1.f) * ((50.f - 20.f) / (15.f - 1.f)) + 20.f), // Map damage (1 - 15) to particle quantity (20 - 50)
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{ { GetWorld()->GetBlock(Below), 0 } }
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{ { BlockBelow, 0 } }
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);
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}
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TakeDamage(dtFalling, nullptr, Damage, static_cast<float>(Damage), 0);
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}
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m_bTouchGround = true;
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