Fixed problems with code style etc
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39f6b12b62
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@ -44,8 +44,12 @@ extern bool g_BlockIsSolid[256];
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/// Can torches be placed on this block?
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/// Can torches be placed on this block?
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extern bool g_BlockIsTorchPlaceable[256];
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extern bool g_BlockIsTorchPlaceable[256];
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/// Max Erperience that possible to be incremented at once
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/// Experience Orb setup
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#define MAX_EXPERIENCE_ORB_SIZE 2000 //ie from a ender dragon
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enum
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{
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//open to suggestion on naming convention here :)
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MAX_EXPERIENCE_ORB_SIZE = 2000
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} ;
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@ -66,10 +66,7 @@ cPlayer::cPlayer(cClientHandle* a_Client, const AString & a_PlayerName)
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, m_EatingFinishTick(-1)
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, m_EatingFinishTick(-1)
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, m_IsChargingBow(false)
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, m_IsChargingBow(false)
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, m_BowCharge(0)
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, m_BowCharge(0)
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, m_XpLevel(0)
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, m_XpP(0.f)
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, m_XpTotal(0)
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, m_XpTotal(0)
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, m_XpNextLevelTotal(0)
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{
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{
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LOGD("Created a player object for \"%s\" @ \"%s\" at %p, ID %d",
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LOGD("Created a player object for \"%s\" @ \"%s\" at %p, ID %d",
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a_PlayerName.c_str(), a_Client->GetIPString().c_str(),
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a_PlayerName.c_str(), a_Client->GetIPString().c_str(),
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@ -265,6 +262,70 @@ void cPlayer::Tick(float a_Dt, cChunk & a_Chunk)
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int cPlayer::CalcLevelFromXp(int a_XpTotal)
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{
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//level 0 to 15
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if(a_XpTotal <= XP_TO_LEVEL15)
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{
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return (int) a_XpTotal / XP_PER_LEVEL_TO15;
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}
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//level 30+
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if(a_XpTotal > XP_TO_LEVEL30)
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{
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return (int) (151.5 + sqrt( 22952.25 - (14 * (2220 - a_XpTotal)))) / 7;
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}
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//level 16 to 30
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return (int) ( 29.5 + sqrt( 870.25 - (6 * ( 360 - a_XpTotal )))) / 3;
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}
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int cPlayer::XpAtLevel(int a_Level)
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{
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//level 0 to 15
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if(a_Level <= 15)
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{
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return a_Level * XP_PER_LEVEL_TO15;
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}
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//level 30+
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if(a_Level >= 31)
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{
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return (int) ( (3.5 * a_Level * a_Level) - (151.5 * a_Level) + 2220 );
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}
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//level 16 to 30
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return (int) ( (1.5 * a_Level * a_Level) - (29.5 * a_Level) + 360 );
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}
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int cPlayer::GetExperienceLevel()
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{
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return CalcLevelFromXp(m_XpTotal);
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}
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float cPlayer::GetExperiencePercentage()
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{
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int currentLevel = CalcLevelFromXp(m_XpTotal);
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return (float)m_XpTotal / (float)XpAtLevel(1+currentLevel);
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}
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bool cPlayer::SetExperience(int a_XpTotal)
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bool cPlayer::SetExperience(int a_XpTotal)
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{
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{
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if(!(a_XpTotal >= 0) || (a_XpTotal > (INT_MAX - m_XpTotal)))
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if(!(a_XpTotal >= 0) || (a_XpTotal > (INT_MAX - m_XpTotal)))
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@ -273,53 +334,30 @@ bool cPlayer::SetExperience(int a_XpTotal)
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return false; //oops, they gave us a dodgey number
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return false; //oops, they gave us a dodgey number
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}
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}
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m_XpTotal = a_XpTotal;
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m_XpTotal = a_XpTotal;
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//now calculate XpP and XpLevel
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return true;
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//First Calc current level using quadratic eqn
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m_XpLevel = CalcLevelFromXp(m_XpTotal);
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//calculate total Xp for next level
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m_XpNextLevelTotal = XpAtLevel(m_XpLevel+1);
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//calulate Xp Percentage
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m_XpP = (float)m_XpLevel / (float)m_XpNextLevelTotal;
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return true;//aka happy :)
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}
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}
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bool cPlayer::AddExperience(int a_Xp_delta)
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int cPlayer::AddExperience(int a_Xp_delta)
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{
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{
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if(a_Xp_delta > MAX_EXPERIENCE_ORB_SIZE || a_Xp_delta < 0)
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if(a_Xp_delta > MAX_EXPERIENCE_ORB_SIZE || a_Xp_delta < 0)
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{
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{
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//value was too large or negative, abort and report
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//value was too large or negative, abort and report
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LOGWARNING("Attempt was made to increment Xp by %d, max is %d and must be positive",
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LOGWARNING("Attempt was made to increment Xp by %d, max is %d and must be positive",
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a_Xp_delta, MAX_EXPERIENCE_ORB_SIZE);
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a_Xp_delta, MAX_EXPERIENCE_ORB_SIZE);
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return false;
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return -1; //should we instead just return the current Xp?
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}
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}
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LOGD("Player \"%s\" earnt %d experience", m_PlayerName.c_str(), a_Xp_delta);
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LOGD("Player \"%s\" earnt %d experience", m_PlayerName.c_str(), a_Xp_delta);
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//update Xp, note there is no min
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m_XpTotal += a_Xp_delta;
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m_XpTotal += a_Xp_delta;
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//update Xp percentage
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return m_XpTotal;
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if(m_XpTotal >= m_XpNextLevelTotal)
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{
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//oh actually, update their level first
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m_XpLevel++;
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m_XpNextLevelTotal = XpAtLevel(m_XpLevel+1);
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}
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m_XpP = (float)m_XpLevel / (float)m_XpNextLevelTotal;
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return true;
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}
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}
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@ -64,26 +64,25 @@ public:
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/// Returns the currently equipped boots; empty item if none
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/// Returns the currently equipped boots; empty item if none
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virtual cItem GetEquippedBoots(void) const override { return m_Inventory.GetEquippedBoots(); }
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virtual cItem GetEquippedBoots(void) const override { return m_Inventory.GetEquippedBoots(); }
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/** Sets the experience total - XpTotal, updates XpLevel and XpP as appropriate
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/** Sets the experience total
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Returns true on success
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Returns true on success
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should really only be called at init or player death
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should really only be called at init or player death
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*/
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*/
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bool SetExperience(int a_XpTotal);
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bool SetExperience(int a_XpTotal);
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/* Adds Xp, will not inc more than MAX_EXPERIENCE_ORB_SIZE!
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/* Adds Xp, will not inc more than MAX_EXPERIENCE_ORB_SIZE!
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Returns true on success
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Returns the new total experience, -1 on error
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Updates XpLevel and XpP appropriately
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*/
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*/
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bool AddExperience(int a_Xp_delta);
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int AddExperience(int a_Xp_delta);
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/// Gets the experience total - XpTotal
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/// Gets the experience total - XpTotal
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inline int GetExperienceTotal(void) { return m_XpTotal; }
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inline int GetExperienceTotal(void) { return m_XpTotal; }
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/// Gets the current level - XpLevel
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/// Gets the current level - XpLevel
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inline int GetExperienceLevel(void) { return m_XpLevel; }
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int GetExperienceLevel(void);
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/// Gets the experience bar percentage - XpP
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/// Gets the experience bar percentage - XpP
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inline float GetExperiencePercentage(void) { return m_XpP; }
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float GetExperiencePercentage(void);
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/// Starts charging the equipped bow
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/// Starts charging the equipped bow
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void StartChargingBow(void);
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void StartChargingBow(void);
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@ -329,6 +328,14 @@ protected:
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std::string m_PlayerName;
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std::string m_PlayerName;
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std::string m_LoadedWorldName;
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std::string m_LoadedWorldName;
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/// Xp Level stuff
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enum
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{
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XP_TO_LEVEL15 = 255,
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XP_PER_LEVEL_TO15 = 17,
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XP_TO_LEVEL30 = 825
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} ;
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/// Player's air level (for swimming)
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/// Player's air level (for swimming)
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int m_AirLevel;
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int m_AirLevel;
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@ -400,26 +407,14 @@ protected:
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/// The world tick in which eating will be finished. -1 if not eating
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/// The world tick in which eating will be finished. -1 if not eating
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Int64 m_EatingFinishTick;
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Int64 m_EatingFinishTick;
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/// Player Xp levels etc
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/// Player Xp level
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int m_XpLevel; //store this and m_XpP to save calculating each time
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float m_XpP; //between 0 & 1
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int m_XpTotal;
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int m_XpTotal;
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int m_XpNextLevelTotal; //save calculating this often
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//Xp level defines
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#define XP_TO_LEVEL15 255
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#define XP_PER_LEVEL_TO15 17
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#define XP_TO_LEVEL30 825
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/// Caculates the Xp at a given level, ref: http://minecraft.gamepedia.com/XP
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/// Caculates the Xp at a given level, ref: http://minecraft.gamepedia.com/XP
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inline int XpAtLevel(int level) { return (int) ((level <= 15)? (15*level) :
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static int XpAtLevel(int a_Level);
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((level <= 31)? (1.5*level*level - 29.5*level + 360) :
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(3.5*level*level - 151.5*level + 2220))); }
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/// inverse of XpAtLevel, ref: http://minecraft.gamepedia.com/XP values are as per this with pre-calculations
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/// inverse of XpAtLevel, ref: http://minecraft.gamepedia.com/XP values are as per this with pre-calculations
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inline int CalcLevelFromXp(int XpTotal) { return (int) ((XpTotal <= XP_TO_LEVEL15)? XpTotal / XP_PER_LEVEL_TO15 : //level 0-15 or...
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static int CalcLevelFromXp(int a_XpTotal);
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(XpTotal <= XP_TO_LEVEL30)? ( 29.5 + sqrt( 870.25 - (6 * ( 360 - XpTotal )))) / 3 : //level 15-30
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(151.5 + sqrt( 22952.25 - (14 * (2220 - XpTotal)))) / 7); }//level 30+
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bool m_IsChargingBow;
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bool m_IsChargingBow;
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int m_BowCharge;
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int m_BowCharge;
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