Fixed a comment in Entity.cpp
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@ -304,7 +304,7 @@ void cEntity::DoTakeDamage(TakeDamageInfo & a_TDI)
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if ((a_TDI.Attacker != NULL) && (a_TDI.Attacker->IsPlayer()))
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if ((a_TDI.Attacker != NULL) && (a_TDI.Attacker->IsPlayer()))
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{
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{
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// IsOnGround() only is true if the player is moving downwards
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// IsOnGround() only is false if the player is moving downwards
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if (!((cPlayer *)a_TDI.Attacker)->IsOnGround()) // TODO: Better damage increase, and check for enchantments (and use magic critical instead of plain)
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if (!((cPlayer *)a_TDI.Attacker)->IsOnGround()) // TODO: Better damage increase, and check for enchantments (and use magic critical instead of plain)
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{
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{
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a_TDI.FinalDamage + 2;
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a_TDI.FinalDamage + 2;
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