Gives all entities the default airlevel on creation (#3942)
* Guardians don't take damage on land * Squids suffocate on land
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@ -56,8 +56,8 @@ cEntity::cEntity(eEntityType a_EntityType, double a_X, double a_Y, double a_Z, d
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m_TicksSinceLastVoidDamage(0),
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m_IsSwimming(false),
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m_IsSubmerged(false),
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m_AirLevel(0),
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m_AirTickTimer(0),
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m_AirLevel(MAX_AIR_LEVEL),
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m_AirTickTimer(DROWNING_TICKS),
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m_TicksAlive(0),
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m_IsTicking(false),
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m_ParentChunk(nullptr),
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@ -42,20 +42,11 @@ void cGuardian::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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// that is not where the entity currently resides (FS #411)
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Vector3d Pos = GetPosition();
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// TODO: Not a real behavior, but cool :D
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int RelY = FloorC(Pos.y);
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if ((RelY < 0) || (RelY >= cChunkDef::Height))
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{
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return;
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}
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int RelX = FloorC(Pos.x) - a_Chunk.GetPosX() * cChunkDef::Width;
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int RelZ = FloorC(Pos.z) - a_Chunk.GetPosZ() * cChunkDef::Width;
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BLOCKTYPE BlockType;
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if (a_Chunk.UnboundedRelGetBlockType(RelX, RelY, RelZ, BlockType) && !IsBlockWater(BlockType) && !IsOnFire())
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{
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// Burn for 10 ticks, then decide again
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StartBurning(10);
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}
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super::Tick(a_Dt, a_Chunk);
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}
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@ -46,13 +46,35 @@ void cSquid::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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{
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return;
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}
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int RelX = FloorC(Pos.x) - a_Chunk.GetPosX() * cChunkDef::Width;
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int RelZ = FloorC(Pos.z) - a_Chunk.GetPosZ() * cChunkDef::Width;
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BLOCKTYPE BlockType;
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if (a_Chunk.UnboundedRelGetBlockType(RelX, RelY, RelZ, BlockType) && !IsBlockWater(BlockType) && !IsOnFire())
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if (!IsSubmerged())
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{
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// Burn for 10 ticks, then decide again
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StartBurning(10);
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if (m_AirLevel <= 0)
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{
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// Runs the air tick timer to check whether the squid should be damaged
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if (m_AirTickTimer <= 0)
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{
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// Damage squid
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TakeDamage(dtSuffocating, nullptr, 1, 1, 0);
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// Reset timer
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m_AirTickTimer = DROWNING_TICKS;
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}
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else
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{
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m_AirTickTimer--;
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}
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}
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else
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{
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// Reduce air supply
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m_AirLevel--;
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}
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}
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else
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{
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// Set the air back to maximum
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m_AirLevel = MAX_AIR_LEVEL;
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m_AirTickTimer = DROWNING_TICKS;
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}
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super::Tick(a_Dt, a_Chunk);
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