Fixed previous commit's wrong assumptions.
The equipment-getting functions return a copy already, so we can't take a pointer, really.
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7d8a474f13
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@ -396,11 +396,11 @@ bool cEntity::DoTakeDamage(TakeDamageInfo & a_TDI)
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}
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int ThornsLevel = 0;
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const cItem * ArmorItems[] = { &GetEquippedHelmet(), &GetEquippedChestplate(), &GetEquippedLeggings(), &GetEquippedBoots() };
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const cItem ArmorItems[] = { GetEquippedHelmet(), GetEquippedChestplate(), GetEquippedLeggings(), GetEquippedBoots() };
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for (size_t i = 0; i < ARRAYCOUNT(ArmorItems); i++)
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{
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const cItem * Item = ArmorItems[i];
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ThornsLevel = std::max(ThornsLevel, Item->m_Enchantments.GetLevel(cEnchantments::enchThorns));
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const cItem & Item = ArmorItems[i];
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ThornsLevel = std::max(ThornsLevel, Item.m_Enchantments.GetLevel(cEnchantments::enchThorns));
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}
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if (ThornsLevel > 0)
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@ -437,35 +437,35 @@ bool cEntity::DoTakeDamage(TakeDamageInfo & a_TDI)
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double EPFProjectileProtection = 0.00;
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double EPFFeatherFalling = 0.00;
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const cItem * ArmorItems[] = { &GetEquippedHelmet(), &GetEquippedChestplate(), &GetEquippedLeggings(), &GetEquippedBoots() };
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const cItem ArmorItems[] = { GetEquippedHelmet(), GetEquippedChestplate(), GetEquippedLeggings(), GetEquippedBoots() };
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for (size_t i = 0; i < ARRAYCOUNT(ArmorItems); i++)
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{
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const cItem * Item = ArmorItems[i];
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int Level = Item->m_Enchantments.GetLevel(cEnchantments::enchProtection);
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const cItem & Item = ArmorItems[i];
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int Level = Item.m_Enchantments.GetLevel(cEnchantments::enchProtection);
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if (Level > 0)
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{
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EPFProtection += (6 + Level * Level) * 0.75 / 3;
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}
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Level = Item->m_Enchantments.GetLevel(cEnchantments::enchFireProtection);
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Level = Item.m_Enchantments.GetLevel(cEnchantments::enchFireProtection);
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if (Level > 0)
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{
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EPFFireProtection += (6 + Level * Level) * 1.25 / 3;
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}
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Level = Item->m_Enchantments.GetLevel(cEnchantments::enchFeatherFalling);
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Level = Item.m_Enchantments.GetLevel(cEnchantments::enchFeatherFalling);
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if (Level > 0)
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{
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EPFFeatherFalling += (6 + Level * Level) * 2.5 / 3;
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}
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Level = Item->m_Enchantments.GetLevel(cEnchantments::enchBlastProtection);
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Level = Item.m_Enchantments.GetLevel(cEnchantments::enchBlastProtection);
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if (Level > 0)
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{
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EPFBlastProtection += (6 + Level * Level) * 1.5 / 3;
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}
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Level = Item->m_Enchantments.GetLevel(cEnchantments::enchProjectileProtection);
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Level = Item.m_Enchantments.GetLevel(cEnchantments::enchProjectileProtection);
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if (Level > 0)
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{
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EPFProjectileProtection += (6 + Level * Level) * 1.5 / 3;
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