2423fbf2ef
This was mostly done automatically and then visually inspected for obvious errors. All //-style comments should have a 2-space separation from the code, and 1 space after the comment sign.
288 lines
8.3 KiB
C++
288 lines
8.3 KiB
C++
#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "EntityEffect.h"
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#include "../Mobs/Monster.h"
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#include "Player.h"
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cEntityEffect::cEntityEffect():
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m_Ticks(0),
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m_Duration(0),
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m_Intensity(0),
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m_DistanceModifier(1)
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{
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}
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cEntityEffect::cEntityEffect(int a_Duration, short a_Intensity, double a_DistanceModifier):
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m_Ticks(0),
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m_Duration(a_Duration),
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m_Intensity(a_Intensity),
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m_DistanceModifier(a_DistanceModifier)
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{
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}
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cEntityEffect::cEntityEffect(const cEntityEffect & a_OtherEffect):
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m_Ticks(a_OtherEffect.m_Ticks),
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m_Duration(a_OtherEffect.m_Duration),
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m_Intensity(a_OtherEffect.m_Intensity),
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m_DistanceModifier(a_OtherEffect.m_DistanceModifier)
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{
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}
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cEntityEffect & cEntityEffect::operator=(cEntityEffect a_OtherEffect)
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{
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std::swap(m_Ticks, a_OtherEffect.m_Ticks);
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std::swap(m_Duration, a_OtherEffect.m_Duration);
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std::swap(m_Intensity, a_OtherEffect.m_Intensity);
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std::swap(m_DistanceModifier, a_OtherEffect.m_DistanceModifier);
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return *this;
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}
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cEntityEffect * cEntityEffect::CreateEntityEffect(cEntityEffect::eType a_EffectType, int a_Duration, short a_Intensity, double a_DistanceModifier)
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{
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switch (a_EffectType)
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{
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case cEntityEffect::effNoEffect: return new cEntityEffect (a_Duration, a_Intensity, a_DistanceModifier);
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case cEntityEffect::effAbsorption: return new cEntityEffectAbsorption (a_Duration, a_Intensity, a_DistanceModifier);
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case cEntityEffect::effBlindness: return new cEntityEffectBlindness (a_Duration, a_Intensity, a_DistanceModifier);
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case cEntityEffect::effFireResistance: return new cEntityEffectFireResistance(a_Duration, a_Intensity, a_DistanceModifier);
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case cEntityEffect::effHaste: return new cEntityEffectHaste (a_Duration, a_Intensity, a_DistanceModifier);
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case cEntityEffect::effHealthBoost: return new cEntityEffectHealthBoost (a_Duration, a_Intensity, a_DistanceModifier);
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case cEntityEffect::effHunger: return new cEntityEffectHunger (a_Duration, a_Intensity, a_DistanceModifier);
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case cEntityEffect::effInstantDamage: return new cEntityEffectInstantDamage (a_Duration, a_Intensity, a_DistanceModifier);
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case cEntityEffect::effInstantHealth: return new cEntityEffectInstantHealth (a_Duration, a_Intensity, a_DistanceModifier);
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case cEntityEffect::effInvisibility: return new cEntityEffectInvisibility (a_Duration, a_Intensity, a_DistanceModifier);
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case cEntityEffect::effJumpBoost: return new cEntityEffectJumpBoost (a_Duration, a_Intensity, a_DistanceModifier);
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case cEntityEffect::effMiningFatigue: return new cEntityEffectMiningFatigue (a_Duration, a_Intensity, a_DistanceModifier);
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case cEntityEffect::effNausea: return new cEntityEffectNausea (a_Duration, a_Intensity, a_DistanceModifier);
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case cEntityEffect::effNightVision: return new cEntityEffectNightVision (a_Duration, a_Intensity, a_DistanceModifier);
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case cEntityEffect::effPoison: return new cEntityEffectPoison (a_Duration, a_Intensity, a_DistanceModifier);
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case cEntityEffect::effRegeneration: return new cEntityEffectRegeneration (a_Duration, a_Intensity, a_DistanceModifier);
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case cEntityEffect::effResistance: return new cEntityEffectResistance (a_Duration, a_Intensity, a_DistanceModifier);
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case cEntityEffect::effSaturation: return new cEntityEffectSaturation (a_Duration, a_Intensity, a_DistanceModifier);
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case cEntityEffect::effSlowness: return new cEntityEffectSlowness (a_Duration, a_Intensity, a_DistanceModifier);
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case cEntityEffect::effSpeed: return new cEntityEffectSpeed (a_Duration, a_Intensity, a_DistanceModifier);
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case cEntityEffect::effStrength: return new cEntityEffectStrength (a_Duration, a_Intensity, a_DistanceModifier);
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case cEntityEffect::effWaterBreathing: return new cEntityEffectWaterBreathing(a_Duration, a_Intensity, a_DistanceModifier);
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case cEntityEffect::effWeakness: return new cEntityEffectWeakness (a_Duration, a_Intensity, a_DistanceModifier);
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case cEntityEffect::effWither: return new cEntityEffectWither (a_Duration, a_Intensity, a_DistanceModifier);
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}
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ASSERT(!"Unhandled entity effect type!");
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return NULL;
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}
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void cEntityEffect::OnTick(cPawn & a_Target)
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{
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// Reduce the effect's duration
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++m_Ticks;
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}
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////////////////////////////////////////////////////////////////////////////////
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// cEntityEffectInstantHealth:
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void cEntityEffectInstantHealth::OnActivate(cPawn & a_Target)
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{
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// Base amount = 6, doubles for every increase in intensity
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int amount = (int)(6 * (1 << m_Intensity) * m_DistanceModifier);
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if (a_Target.IsMob() && ((cMonster &) a_Target).IsUndead())
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{
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a_Target.TakeDamage(dtPotionOfHarming, NULL, amount, 0); // TODO: Store attacker in a pointer-safe way, pass to TakeDamage
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return;
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}
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a_Target.Heal(amount);
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}
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////////////////////////////////////////////////////////////////////////////////
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// cEntityEffectInstantDamage:
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void cEntityEffectInstantDamage::OnActivate(cPawn & a_Target)
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{
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// Base amount = 6, doubles for every increase in intensity
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int amount = (int)(6 * (1 << m_Intensity) * m_DistanceModifier);
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if (a_Target.IsMob() && ((cMonster &) a_Target).IsUndead())
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{
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a_Target.Heal(amount);
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return;
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}
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a_Target.TakeDamage(dtPotionOfHarming, NULL, amount, 0); // TODO: Store attacker in a pointer-safe way, pass to TakeDamage
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}
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////////////////////////////////////////////////////////////////////////////////
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// cEntityEffectRegeneration:
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void cEntityEffectRegeneration::OnTick(cPawn & a_Target)
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{
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super::OnTick(a_Target);
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if (a_Target.IsMob() && ((cMonster &) a_Target).IsUndead())
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{
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return;
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}
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// Regen frequency = 50 ticks, divided by potion level (Regen II = 25 ticks)
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int frequency = (int) std::floor(50.0 / (double)(m_Intensity + 1));
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if ((m_Ticks % frequency) != 0)
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{
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return;
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}
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a_Target.Heal(1);
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}
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////////////////////////////////////////////////////////////////////////////////
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// cEntityEffectHunger:
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void cEntityEffectHunger::OnTick(cPawn & a_Target)
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{
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super::OnTick(a_Target);
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if (a_Target.IsPlayer())
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{
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cPlayer & Target = (cPlayer &) a_Target;
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Target.SetFoodExhaustionLevel(Target.GetFoodExhaustionLevel() + 0.025); // 0.5 per second = 0.025 per tick
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}
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}
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////////////////////////////////////////////////////////////////////////////////
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// cEntityEffectWeakness:
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void cEntityEffectWeakness::OnTick(cPawn & a_Target)
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{
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super::OnTick(a_Target);
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// Damage reduction = 0.5 damage, multiplied by potion level (Weakness II = 1 damage)
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// double dmg_reduc = 0.5 * (a_Effect.GetIntensity() + 1);
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// TODO: Implement me!
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// TODO: Weakened villager zombies can be turned back to villagers with the god apple
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}
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////////////////////////////////////////////////////////////////////////////////
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// cEntityEffectPoison:
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void cEntityEffectPoison::OnTick(cPawn & a_Target)
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{
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super::OnTick(a_Target);
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if (a_Target.IsMob())
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{
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cMonster & Target = (cMonster &) a_Target;
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// Doesn't effect undead mobs, spiders
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if (
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Target.IsUndead() ||
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(Target.GetMobType() == cMonster::mtSpider) ||
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(Target.GetMobType() == cMonster::mtCaveSpider)
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)
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{
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return;
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}
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}
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// Poison frequency = 25 ticks, divided by potion level (Poison II = 12 ticks)
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int frequency = (int) std::floor(25.0 / (double)(m_Intensity + 1));
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if ((m_Ticks % frequency) == 0)
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{
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// Cannot take poison damage when health is at 1
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if (a_Target.GetHealth() > 1)
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{
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a_Target.TakeDamage(dtPoisoning, NULL, 1, 0);
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}
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}
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}
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////////////////////////////////////////////////////////////////////////////////
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// cEntityEffectWither:
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void cEntityEffectWither::OnTick(cPawn & a_Target)
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{
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super::OnTick(a_Target);
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// Damage frequency = 40 ticks, divided by effect level (Wither II = 20 ticks)
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int frequency = (int) std::floor(25.0 / (double)(m_Intensity + 1));
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if ((m_Ticks % frequency) == 0)
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{
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a_Target.TakeDamage(dtWither, NULL, 1, 0);
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}
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}
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////////////////////////////////////////////////////////////////////////////////
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// cEntityEffectSaturation:
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void cEntityEffectSaturation::OnTick(cPawn & a_Target)
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{
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if (a_Target.IsPlayer())
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{
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cPlayer & Target = (cPlayer &) a_Target;
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Target.SetFoodSaturationLevel(Target.GetFoodSaturationLevel() + (1 + m_Intensity)); // Increase saturation 1 per tick, adds 1 for every increase in level
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}
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}
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