Fire effect now shown for creative and spectator mode players (#3998)
* Fire effect now shown for creative and spectator mode players Fixes #3989 * Add documentation for IsFireproof
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@ -10351,6 +10351,16 @@ a_Player:OpenWindow(Window);
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},
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Notes = "Returns true if the player is currently eating the item in their hand.",
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},
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IsFireproof =
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{
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Returns =
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{
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{
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Type = "boolean",
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},
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},
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Notes = "Returns true if a player is fireproof. This is when the flag has been explicitly set, or the player is in creative or spectator mode.",
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},
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IsFishing =
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{
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Returns =
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@ -17478,4 +17488,3 @@ end
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"__.*__",
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},
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}
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@ -1180,6 +1180,13 @@ void cEntity::TickBurning(cChunk & a_Chunk)
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// Remember the current burning state:
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bool HasBeenBurning = (m_TicksLeftBurning > 0);
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// Fireproof entities burn out on the next tick
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if (IsFireproof())
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{
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m_TicksLeftBurning = 0;
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}
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// Fire is extinguished by rain
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if (GetWorld()->IsWeatherWetAt(POSX_TOINT, POSZ_TOINT))
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{
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if (POSY_TOINT > m_World->GetHeight(POSX_TOINT, POSZ_TOINT))
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@ -2352,23 +2352,6 @@ void cPlayer::UseEquippedItem(int a_Amount)
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void cPlayer::TickBurning(cChunk & a_Chunk)
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{
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// Don't burn in creative or spectator and stop burning in creative if necessary
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if (!IsGameModeCreative() && !IsGameModeSpectator())
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{
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super::TickBurning(a_Chunk);
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}
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else if (IsOnFire())
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{
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m_TicksLeftBurning = 0;
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OnFinishedBurning();
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}
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}
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void cPlayer::HandleFood(void)
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{
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@ -3018,4 +3001,3 @@ float cPlayer::GetPlayerRelativeBlockHardness(BLOCKTYPE a_Block)
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// LOGD("blockHardness: %f, digSpeed: %f, canHarvestBlockDivisor: %f\n", blockHardness, digSpeed, canHarvestBlockDivisor);
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return (blockHardness < 0) ? 0 : ((digSpeed / blockHardness) / canHarvestBlockDivisor);
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}
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@ -195,6 +195,15 @@ public:
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/** Returns true if the player is in Spectator mode, either explicitly, or by inheriting from current world */
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bool IsGameModeSpectator(void) const;
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/** Returns true if the player is fireproof
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Stops players burning in creative or spectator modes.
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*/
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virtual bool IsFireproof() const override
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{
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return (m_IsFireproof || IsGameModeCreative() || IsGameModeSpectator());
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}
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/** Returns true if the player can be targeted by Mobs */
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bool CanMobsTarget(void) const;
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@ -331,13 +340,13 @@ public:
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/** Returns true if the player is currently in the process of eating the currently equipped item */
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bool IsEating(void) const { return (m_EatingFinishTick >= 0); }
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/** Returns true if the player is currently flying. */
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/** Returns true if the player is currently flying */
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bool IsFlying(void) const { return m_IsFlying; }
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/** Returns if a player is sleeping in a bed */
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/** Returns true if a player is sleeping in a bed */
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bool IsInBed(void) const { return m_bIsInBed; }
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/** returns true if the player has thrown out a floater. */
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/** Returns true if the player has thrown out a floater */
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bool IsFishing(void) const { return m_IsFishing; }
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void SetIsFishing(bool a_IsFishing, UInt32 a_FloaterID = cEntity::INVALID_ID) { m_IsFishing = a_IsFishing; m_FloaterID = a_FloaterID; }
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@ -719,9 +728,6 @@ protected:
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/** Filters out damage for creative mode / friendly fire */
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virtual bool DoTakeDamage(TakeDamageInfo & TDI) override;
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/** Stops players from burning in creative mode */
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virtual void TickBurning(cChunk & a_Chunk) override;
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/** Called in each tick to handle food-related processing */
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void HandleFood(void);
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