Store Health as a float (#4073)
* Fix #4024 * Fix clang error * Add comment * Fix behaviour * Save Health as float * Changed m_Health to float * Remove redundant static_cast * Fix casts
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@ -528,9 +528,9 @@ bool cEntity::DoTakeDamage(TakeDamageInfo & a_TDI)
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Player->GetStatManager().AddValue(statDamageDealt, static_cast<StatValue>(floor(a_TDI.FinalDamage * 10 + 0.5)));
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}
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m_Health -= static_cast<short>(a_TDI.FinalDamage);
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m_Health -= static_cast<float>(a_TDI.FinalDamage);
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m_Health = std::max(m_Health, 0);
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m_Health = std::max(m_Health, 0.0f);
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// Add knockback:
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if ((IsMob() || IsPlayer()) && (a_TDI.Attacker != nullptr))
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@ -810,9 +810,9 @@ void cEntity::Heal(int a_HitPoints)
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void cEntity::SetHealth(int a_Health)
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void cEntity::SetHealth(float a_Health)
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{
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m_Health = Clamp(a_Health, 0, m_MaxHealth);
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m_Health = Clamp(a_Health, 0.0f, m_MaxHealth);
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}
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@ -1782,7 +1782,7 @@ void cEntity::OnFinishedBurning(void)
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void cEntity::SetMaxHealth(int a_MaxHealth)
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void cEntity::SetMaxHealth(float a_MaxHealth)
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{
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m_MaxHealth = a_MaxHealth;
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@ -368,10 +368,10 @@ public:
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virtual void Heal(int a_HitPoints);
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/** Returns the health of this entity */
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int GetHealth(void) const { return m_Health; }
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float GetHealth(void) const { return m_Health; }
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/** Sets the health of this entity; doesn't broadcast any hurt animation */
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void SetHealth(int a_Health);
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void SetHealth(float a_Health);
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// tolua_end
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@ -403,9 +403,9 @@ public:
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// tolua_begin
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/** Sets the maximum value for the health */
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void SetMaxHealth(int a_MaxHealth);
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void SetMaxHealth(float a_MaxHealth);
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int GetMaxHealth(void) const { return m_MaxHealth; }
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float GetMaxHealth(void) const { return m_MaxHealth; }
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/** Sets whether the entity is fireproof */
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void SetIsFireproof(bool a_IsFireproof);
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@ -556,8 +556,8 @@ protected:
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Note that the UniqueID is not persisted through storage. */
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UInt32 m_UniqueID;
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int m_Health;
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int m_MaxHealth;
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float m_Health;
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float m_MaxHealth;
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/** The entity to which this entity is attached (vehicle), nullptr if none */
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cEntity * m_AttachedTo;
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@ -1035,7 +1035,7 @@ bool cMinecart::DoTakeDamage(TakeDamageInfo & TDI)
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if ((TDI.Attacker != nullptr) && TDI.Attacker->IsPlayer() && static_cast<cPlayer *>(TDI.Attacker)->IsGameModeCreative())
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{
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Destroy();
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TDI.FinalDamage = GetMaxHealth(); // Instant hit for creative
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TDI.FinalDamage = static_cast<int>(GetMaxHealth()); // Instant hit for creative
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SetInvulnerableTicks(0);
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return super::DoTakeDamage(TDI); // No drops for creative
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}
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@ -3310,7 +3310,7 @@ void cProtocol_1_8_0::WriteEntityMetadata(cPacketizer & a_Pkt, const cEntity & a
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Health: 1 | 3 - (1 - 3) = 5
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*/
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auto & Minecart = reinterpret_cast<const cMinecart &>(a_Entity);
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a_Pkt.WriteBEInt32((((a_Entity.GetMaxHealth() / 2) - (a_Entity.GetHealth() - (a_Entity.GetMaxHealth() / 2))) * Minecart.LastDamage()) * 4);
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a_Pkt.WriteBEInt32(static_cast<Int32>((((a_Entity.GetMaxHealth() / 2) - (a_Entity.GetHealth() - (a_Entity.GetMaxHealth() / 2))) * Minecart.LastDamage()) * 4));
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a_Pkt.WriteBEUInt8(0x52);
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a_Pkt.WriteBEInt32(1); // Shaking direction, doesn't seem to affect anything
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a_Pkt.WriteBEUInt8(0x73);
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@ -431,7 +431,7 @@ void cNBTChunkSerializer::AddBasicEntity(cEntity * a_Entity, const AString & a_C
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m_Writer.AddDouble("", a_Entity->GetYaw());
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m_Writer.AddDouble("", a_Entity->GetPitch());
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m_Writer.EndList();
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m_Writer.AddShort("Health", static_cast<Int16>(a_Entity->GetHealth()));
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m_Writer.AddFloat("Health", a_Entity->GetHealth());
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}
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@ -3154,9 +3154,28 @@ bool cWSSAnvil::LoadEntityBaseFromNBT(cEntity & a_Entity, const cParsedNBT & a_N
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a_Entity.SetYaw(Rotation[0]);
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a_Entity.SetRoll(Rotation[1]);
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// Load health:
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// Depending on the Minecraft version, the entity's health is
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// stored either as a float Health tag (HealF prior to 1.9) or
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// as a short Health tag. The float tags should be preferred.
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int Health = a_NBT.FindChildByName(a_TagIdx, "Health");
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a_Entity.SetHealth(Health > 0 ? a_NBT.GetShort(Health) : a_Entity.GetMaxHealth());
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int HealF = a_NBT.FindChildByName(a_TagIdx, "HealF");
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if (Health > 0 && a_NBT.GetType(Health) == TAG_Float)
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{
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a_Entity.SetHealth(a_NBT.GetFloat(Health));
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}
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else if (HealF > 0)
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{
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a_Entity.SetHealth(a_NBT.GetFloat(HealF));
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}
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else if (Health > 0)
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{
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a_Entity.SetHealth(static_cast<float>(a_NBT.GetShort(Health)));
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}
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else
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{
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a_Entity.SetHealth(a_Entity.GetMaxHealth());
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}
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return true;
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}
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