1
0

Minor changes (#3909)

This commit is contained in:
mathiascode
2017-08-24 12:19:40 +03:00
committed by Lukas Pioch
parent 92ac45d27e
commit 02775e52c4
48 changed files with 299 additions and 242 deletions

View File

@@ -579,7 +579,7 @@ bool cEntity::DoTakeDamage(TakeDamageInfo & a_TDI)
int cEntity::GetRawDamageAgainst(const cEntity & a_Receiver)
{
// Returns the hitpoints that this pawn can deal to a_Receiver using its equipped items
// Ref: http://minecraft.gamepedia.com/Damage#Dealing_damage as of 2012_12_20
// Ref: https://minecraft.gamepedia.com/Damage#Dealing_damage as of 2012_12_20
switch (this->GetEquippedWeapon().m_ItemType)
{
case E_ITEM_WOODEN_SWORD: return 4;
@@ -625,7 +625,7 @@ void cEntity::ApplyArmorDamage(int DamageBlocked)
bool cEntity::ArmorCoversAgainst(eDamageType a_DamageType)
{
// Ref.: http://minecraft.gamepedia.com/Armor#Effects as of 2012_12_20
// Ref.: https://minecraft.gamepedia.com/Armor#Effects as of 2012_12_20
switch (a_DamageType)
{
case dtOnFire:
@@ -718,7 +718,7 @@ int cEntity::GetArmorCoverAgainst(const cEntity * a_Attacker, eDamageType a_Dama
}
// Add up all armor points:
// Ref.: http://minecraft.gamepedia.com/Armor#Defense_points
// Ref.: https://minecraft.gamepedia.com/Armor#Defense_points
int ArmorValue = 0;
int Toughness = 0;
switch (GetEquippedHelmet().m_ItemType)
@@ -755,7 +755,7 @@ int cEntity::GetArmorCoverAgainst(const cEntity * a_Attacker, eDamageType a_Dama
}
// TODO: Special armor cases, such as wool, saddles, dog's collar
// Ref.: http://minecraft.gamepedia.com/Armor#Mob_armor as of 2012_12_20
// Ref.: https://minecraft.gamepedia.com/Armor#Mob_armor as of 2012_12_20
double Reduction = std::max(ArmorValue / 5.0, ArmorValue - a_Damage / (2 + Toughness / 4.0));
return static_cast<int>(a_Damage * std::min(20.0, Reduction) / 25.0);
@@ -1712,7 +1712,7 @@ void cEntity::DoSetSpeed(double a_SpeedX, double a_SpeedY, double a_SpeedZ)
void cEntity::HandleAir(void)
{
// Ref.: http://www.minecraftwiki.net/wiki/Chunk_format
// Ref.: https://minecraft.gamepedia.com/Chunk_format
// See if the entity is /submerged/ water (block above is water)
// Get the type of block the entity is standing in: